JoJo's Bizarre Adventure: Heritage for the Future/Rubber Soul/Introduction: Difference between revisions

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(Reworked pros/cons with help from various, mainly seba though)
 
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[[File:Rubber-soul-win.gif|frameless|center|conman]]
[[File:Rubber-soul-win.gif|frameless|center|conman]]
| pros = *Has a very synergestic toolset with several different ways of getting a hard knockdown
*Best Grab in the game
*One of the best air-to-air games in j.A being near incontestable alongside j.S and damaging air combos that can be followed up on the ground.
*Great Anti-Airs and Tech Chasing game
*Strong Counterpoke game with amazing priority in most of his moves
*Solid Defensive Options for a Passive Stand character: has the best Guard Cancel and Counter in the game which both can be followed up for devastating damage or Okizeme
*Very Strong Okizeme game Vortex style that works on the whole cast.
*Has a variety of Unblockable Combo Routes he can use to reset his damage and greatly expand his Damage Output.
*Fast Wakeup Speed
*Mind games for days with his mixup potential
*Quality Taunts


| cons = *Has a Passive Stand
'''Rubber Soul''' is a defensive, okizeme-oriented character with extreme defence and a punishing vortex.
*Worst Mobility in the game
*Only character in the game incapable of cancelling his ground recovery
*May end up leaving himself wide open by whiffing certain normals and not cancelling them properly
*Lingering hurtboxes on his S moves limit their use in neutral without taking risks
*Has to take unnecessary risks if he actively tries to rush down in neutral
*Has a hard time pinning down certain characters with strong movement options
*Despite Okizeme being one of his strongest aspects, some game mechanics limit his combo potential off a meaty.
*Lacks a reliable supermove with invincibility frame 1 to get out of dangerous situations
*IPS can get in the way when going for extended combos and scaled 236+AA enders
*Requires some heavy execution as well as some deep understanding of some game mechanics in order to tap into his full potential
*His Backbreaker Super can be punishable on hit


| pros = * '''Toolkit Synergy''': All of Rubber's kit synergises extremely well, giving him very freeform ways to route into his hard knockdowns.
* '''Grappler''': Rubber Soul has the best grab in the game, with the most damage and an incredibly advantageous knockdown.
* '''Air Superiority''': j.A's disjoint makes Rubber near untouchable in the air, and in tandem with j.S, allows him to score a brutal hard knockdown from an air exchange.
* '''Strong Anti-Airs''': Rubber's anti-airs are some of the best in the game due to their disjoint, and not only do they route into powerful tech chases, they can also grant you a hard knockdown.
* '''Strong Counterpokes''': Thanks to low startup and very strong disjoints, Rubber can counterpoke his opponents with shocking efficiency.
* '''Solid Defensive Options''': Rubber has the best Guard Cancel and Counter in the game, which can both be followed up for devastating damage or okizeme
* '''Universal Vortex''': Rubber's okizeme gives him a vortex that works '''on the entire cast''', which makes his numerous hard knockdowns even scarier.
* '''Unblockable Resets''': Rubber has access to 5 different types of unblockable reset, greatly opening up his routing and damage while completely evading IPS.
* '''Fast Wakeup''': Rubber has one of the fastest wakeup speeds in the game, allowing him to escape the okizeme of many characters.
| cons = * '''Passive Stand''': Without an active Stand, Rubber loses the ability to avoid chip damage and knockdowns, and has no access to Tandem or Custom Combo.
* '''Slow''': Rubber's movement speed and general mobility is the slowest in the game, limiting his approaches and footsies potential. This also hurts his pressure game against characters with strong movement options.
* '''Long Recoveries''': Some of Rubber's moves, namely his S buttons, 5B and 5C have either lingering hurtboxes long after the hit or poor framedata when not canceled, making them risky to perform in neutral.
* '''Limited Vortex Routes''': Despite his vortex's strength, game mechanics disallow him from comboing into his hitgrab or backbreaker after a meaty, limiting the damage from the vortex.
* '''IPS''': Extending combos puts Rubber in the eyes of the IPS, meaning he has to pay up and end his combos early to avoid prosecution.
* '''Can't Cancel Ground Recovery''': The only character in the game with this limitation, locking him away from certain punishes.
| footnote = test
| footnote = test
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Latest revision as of 09:49, 16 April 2024

Rubber-Challenger.png

Rubber Soul (ラバーソール Rabā Sōru) also known as Robber Soul, is a minor antagonist featured in Stardust Crusaders. He is a mercenary hired by DIO to defeat the Joestar family in hopes of receiving one hundred million dollars for finishing his job. He is one of the six hidden characters in JoJo's Bizarre Adventure: Heritage For The Future.

His stand, Yellow Temperance, is an undestroyable gooey blob bound strictly to his body which can absorb any living matter to increase its mass. It can easily mimic other people and objects to a degree.

In the game, Rubber Soul mimics Kakyoin and his stand Hierophant Green, using very similar, yet heavily altered moveset, considering that unlike him, he has a Passive stand. He plays like a pseudo-grappler okizeme-oriented with a variety of medium and long range tools to help him close the gap at longer distances.

Rubber rewards a patient playstyle above all and is the perfect pick for players who enjoy mind games and conditioning their opponent, getting inside their head and slowly wearing them down, much like his Stand would.


conman
Rubber Soul is a defensive, okizeme-oriented character with extreme defence and a punishing vortex.
Pros Cons
  • Toolkit Synergy: All of Rubber's kit synergises extremely well, giving him very freeform ways to route into his hard knockdowns.
  • Grappler: Rubber Soul has the best grab in the game, with the most damage and an incredibly advantageous knockdown.
  • Air Superiority: j.A's disjoint makes Rubber near untouchable in the air, and in tandem with j.S, allows him to score a brutal hard knockdown from an air exchange.
  • Strong Anti-Airs: Rubber's anti-airs are some of the best in the game due to their disjoint, and not only do they route into powerful tech chases, they can also grant you a hard knockdown.
  • Strong Counterpokes: Thanks to low startup and very strong disjoints, Rubber can counterpoke his opponents with shocking efficiency.
  • Solid Defensive Options: Rubber has the best Guard Cancel and Counter in the game, which can both be followed up for devastating damage or okizeme
  • Universal Vortex: Rubber's okizeme gives him a vortex that works on the entire cast, which makes his numerous hard knockdowns even scarier.
  • Unblockable Resets: Rubber has access to 5 different types of unblockable reset, greatly opening up his routing and damage while completely evading IPS.
  • Fast Wakeup: Rubber has one of the fastest wakeup speeds in the game, allowing him to escape the okizeme of many characters.
  • Passive Stand: Without an active Stand, Rubber loses the ability to avoid chip damage and knockdowns, and has no access to Tandem or Custom Combo.
  • Slow: Rubber's movement speed and general mobility is the slowest in the game, limiting his approaches and footsies potential. This also hurts his pressure game against characters with strong movement options.
  • Long Recoveries: Some of Rubber's moves, namely his S buttons, 5B and 5C have either lingering hurtboxes long after the hit or poor framedata when not canceled, making them risky to perform in neutral.
  • Limited Vortex Routes: Despite his vortex's strength, game mechanics disallow him from comboing into his hitgrab or backbreaker after a meaty, limiting the damage from the vortex.
  • IPS: Extending combos puts Rubber in the eyes of the IPS, meaning he has to pay up and end his combos early to avoid prosecution.
  • Can't Cancel Ground Recovery: The only character in the game with this limitation, locking him away from certain punishes.
Rubber Soul

Rubber Soul A.png

Stand: Passive

Defense Value: 84

Roll Speed: 32

Wakeup Speed: 28

Prejump: 6

Notable Players

Color Nickname Country Platform Accounts Notes
RubbersoulA.png
BiLL USA, East Coast Fightcade 2 Twitter: https://twitter.com/FGCBill
Fightcade: BiLL
Veteran since GGPO
Rubber Soul C palette.png
Seba98Net Uruguay Fightcade 2 Fightcade:Seba98Net Incredibly knowledgeable HFTF scientist
RubbersoulA.png
Frootz UK Fightcade 2 Fightcade: Frootz Also knowledgeable about Nkak
RubbersoulA.png
Potatoboih Poland Fightcade 2 Twitter: https://twitter.com/potato_boih_sfw
Fightcade: Potatoboih
Veteran since GGPO, also makes TASes