JoJo's Bizarre Adventure: Heritage for the Future/Iggy/Movelist: Difference between revisions
Funky Dude (talk | contribs) m (→Stand Off) |
Funky Dude (talk | contribs) mNo edit summary |
||
(19 intermediate revisions by 4 users not shown) | |||
Line 42: | Line 42: | ||
|properties=Air UB | |properties=Air UB | ||
|description= | |description= | ||
*Shrinks Iggy's hurtbox. | *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. | *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. | *Usable as a cross-under normal that can then confirm into 236aa among other things. | ||
Line 147: | Line 147: | ||
{{MoveData | {{MoveData | ||
|image=Iggy 2b.png | |image=Iggy 2b.png | ||
|caption=The meaty of your dreams | |caption=The meaty of your dreams (until they hold 8) | ||
|name=2B | |name=2B | ||
|data= | |data= | ||
Line 209: | Line 209: | ||
|properties= | |properties= | ||
|description= | |description= | ||
* | *Can be used instead of other jumping attacks for cmd oki in order avoid activating IPS | ||
}} | }} | ||
}} | }} | ||
Line 328: | Line 328: | ||
<br> | <br> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Iggy Grab.png | ||
|caption= | |caption= | ||
|name=6C/4C (Close) | |name=6C/4C (Close) | ||
Line 342: | Line 342: | ||
|damage=17 | |damage=17 | ||
|cancel= | |cancel= | ||
|properties= | |properties=Air UB | ||
|description= | |description= | ||
*Knocks opponents down near Iggy, gives time for oki | *Knocks opponents down near Iggy, gives time for oki | ||
Line 353: | Line 353: | ||
}} | }} | ||
<br> | <br> | ||
===Stand On=== | ===Stand On=== | ||
{{MoveData | {{MoveData | ||
Line 419: | Line 418: | ||
|properties= IPS=No Scaling=Yes<br> Air-UB | |properties= IPS=No Scaling=Yes<br> Air-UB | ||
|description= | |description= | ||
*Would be a good poke if the hitbox actually matched the animation | *Would be a good poke if the hitbox actually matched the animation. | ||
}} | }} | ||
}} | }} | ||
Line 465: | Line 464: | ||
|properties= IPS=No Scaling=no<br> Air-UB | |properties= IPS=No Scaling=no<br> Air-UB | ||
|description= | |description= | ||
*Decent poke but harder to use without | *Decent poke but harder to use without accidentally doing charge moves. | ||
*Going stand on and then using the move helps with that | *Going stand on and then using the move helps with that | ||
*Can be plus on hit, block and push block if spaced well | *Can be plus on hit, block and push block if spaced well | ||
Line 489: | Line 488: | ||
|description= | |description= | ||
*Main combo starter and the low in his stand on high/low game | *Main combo starter and the low in his stand on high/low game | ||
*Somewhat punishable due to the sub-par recovery. | |||
}} | }} | ||
}} | }} | ||
Line 552: | Line 552: | ||
|guard=Low | |guard=Low | ||
|damage=13 | |damage=13 | ||
|cancel= | |cancel= | ||
|properties= IPS=No Scaling=Yes<br> Air-UB | |properties= IPS=No Scaling=Yes<br> Air-UB | ||
|description= | |description= | ||
*Safest combo ender, but lower damage and punishable against Stand On characters | *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 | *Has more limited oki options than grab, but isn't able to be reversaled | ||
*Insanely active for no reason | *Insanely active for no reason | ||
}} | }} | ||
Line 563: | Line 563: | ||
{{MoveData | {{MoveData | ||
|image=Iggy s.j.a.png | |image=Iggy s.j.a.png | ||
|caption= | |caption=The fastest Iads in the west | ||
|name=S.J.A | |name=S.J.A | ||
|data= | |data= | ||
Line 578: | Line 578: | ||
|properties= IPS=No Scales=Yes | |properties= IPS=No Scales=Yes | ||
|description= | |description= | ||
* | *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 | |||
}} | }} | ||
}} | }} | ||
Line 791: | Line 792: | ||
<br> | <br> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Iggy Grab.png | ||
|caption= | |caption= | ||
|name=S.4C/S.6C (Close) | |name=S.4C/S.6C (Close) | ||
Line 817: | Line 818: | ||
|image=Iggy glide.png | |image=Iggy glide.png | ||
|caption=Making people hate you 101 | |caption=Making people hate you 101 | ||
|name= | |name=Air Flight<br>s.j.[8] | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=N/A | ||
|active= | |active=N/A | ||
|recovery= | |recovery=N/A | ||
|hit= | |hit=N/A | ||
|block= | |block=N/A | ||
|pushblock= | |pushblock=N/A | ||
|guard= | |guard=N/A | ||
|damage= | |damage=N/A | ||
|cancel= | |cancel=N/A | ||
|properties= | |properties=N/A | ||
|description= | |description= | ||
*Hold 8 to | *Hold 7/8/9 to stay gliding | ||
*Iggy loses his double jump to have this | *Iggy loses his double jump to have this | ||
*You cannot airdash and float in the same jump. | *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. | *Iggy can block during this, but blocking an attack causes you to drop out of the glide. | ||
*Pressing | *Iggy can fire Sandball out of this glide. | ||
*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. 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, by quickly entering and leaving the glide before performing a jumping attack. | ||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image=HFTF_Iggy_Sandball_A.png | |||
|caption= | |||
|name=Sandball<br>s.j.[8]x | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=0 | |||
|active=N/A | |||
|recovery=N/A | |||
|hit=Variable | |||
|block=Variable | |||
|pushblock=Variable | |||
|guard=Mid | |||
|damage=1(A)<br>2(B)<br>3(C) | |||
|cancel=N/A | |||
|properties=Scaling = No<br>IPS = Yes<br>Air UB = No | |||
|description= | |||
*Pressing one of three attack buttons during Air Flight releases a sandball. The damage of the sandball increases, and the distance it travels decreases as button strength goes up. | |||
*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 while zoning by alternating between the A and B sandballs. | |||
*Outside of the general risk of going into the air, using sandballs does not carry much risk. They are easily one of Iggy's most powerful and broken tools. | |||
*Sandball's low damage is almost entirely offset with the consideration of chip damage, as it does almost the same damage on both hit and block. This makes Iggy nearly unbeatable if you're on 1 health. | |||
*Amazing for pressure, a projectile with no startup or recovery bar the time it takes to land... where you can also perform a jumping attack. Gives you time to setup any sort of mixup you'd like if done meaty. | |||
*Launches on air hit, allowing for a tech chase. | |||
One of the best projectiles in the game, and absolutely the best air-to-air in the game. Not only does it control a considerable amount of space on the ground, with the ability to counterplay rolls with the C sandball, it can also be used as an anti-air on reaction. The projectile itself is already pretty good, however, it's main strength is that it is done during Air Flight. This means that you can block while sending them out, making sandball unbeatable in the air, as long as you're high enough to avoid your opponent's air unblockable moves. Not to mention it's uses during pressure, mixups... Simply put, sandball is one of Iggy's best tools for good reason. Proper use of this move makes Iggy frustrating to fight. | |||
}} | }} | ||
}} | }} | ||
Line 912: | Line 939: | ||
*Decent approach option versus some zoners | *Decent approach option versus some zoners | ||
*Can also be used to make certain buttons safe like s.d.5c | *Can also be used to make certain buttons safe like s.d.5c | ||
*Punishable, so use sparingly. | |||
}} | }} | ||
}} | }} | ||
Line 935: | Line 963: | ||
*When the hitbox touches the opponent, they are trapped and dealt damage until they are knocked away. | *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. | *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. | *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. | 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. | ||
}} | }} | ||
Line 958: | Line 986: | ||
|properties=Air UB | |properties=Air UB | ||
|description= | |description= | ||
*Mainly just a tool used to make yourself safe after moves like 5C or 2B | *Mainly just a tool used to make yourself safe after moves like 5C or 2B. | ||
*Can be used as a low damage combo ender. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image=Iggy 2 charge (2).png | |||
|caption= | |||
|name=Guard Cancel (623A/B/C While Blocking) | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=5 | |||
|active=2 | |||
|recovery=17 | |||
|hit=38 | |||
|block=32 | |||
|pushblock=26 | |||
|guard=Mid | |||
|damage=8 | |||
|cancel= | |||
|properties= | |||
|description= | |||
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. | |||
}} | }} | ||
}} | }} | ||
Line 967: | Line 1,021: | ||
|image2=Iggy 236aa (4).png | |image2=Iggy 236aa (4).png | ||
|image3=Iggy 236aa (5).png | |image3=Iggy 236aa (5).png | ||
|caption= | |caption=The dysfunctional anti-air | ||
|name=Big Sand Wave <br>236AA | |name=Big Sand Wave <br>236AA | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=7 (S.ON) | ||
|active=5 | |active=5, 17x9 | ||
|recovery= | |recovery=33 (S.ON) | ||
|hit= | |hit=HKD/Launch | ||
|block= | |block=-19 (S.ON) | ||
|pushblock= | |pushblock=-31 (S.ON) | ||
|guard=Mid | |guard=Mid | ||
|damage=38 | |damage=38 | ||
|cancel= | |cancel=N/A | ||
|properties= IPS = No | |properties=Scaling = No<br>IPS = No<br>Air UB = No<br>Costs 1 Meter<br>Stand Crash on 1st hit | ||
|description= | |description= | ||
*A big sand wave, as the name suggests. Goes fullscreen. | *A big sand wave, as the name suggests. Goes fullscreen. | ||
*In | *In Stand ON, Iggy will ride the wave, leaving him unable to act. | ||
*Knocks down mid screen, but in the corner the opponent can tech, destroying your oki. | *Knocks down mid screen, but in the corner the opponent can tech, destroying your oki. | ||
*Very inconsistent on air hit. | *Very inconsistent on air hit. | ||
* | *Can beat a lot of guard cancels, but this is offset when they can just GC the final hit. | ||
*In stand off you can get a decent 50/50 when they block the first hit by running up and doing | *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 | *Stand ON version gives worse oki on hit, and is more punishable on block and whiff. Avoid. | ||
}} | }} | ||
}} | }} | ||
Line 994: | Line 1,048: | ||
{{MoveData | {{MoveData | ||
|image=Iggy aa6bc.png | |image=Iggy aa6bc.png | ||
|caption= | |caption=一瞬千クソ | ||
|name= | |name=Sand Storm <br>A A 6 B C | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
Line 1,001: | Line 1,055: | ||
|active=31 | |active=31 | ||
|recovery=1 | |recovery=1 | ||
|hit= | |hit=HKD | ||
|block= | |block=N/A | ||
|pushblock= | |pushblock=N/A | ||
|guard=Grab | |guard=Grab | ||
|damage=39 | |damage=39 | ||
|cancel= | |cancel=N/A | ||
|properties= | |properties=Costs 1 Meter | ||
|description= | |description= | ||
*A | *Iggy's callback to Akuma. A slow-moving, advancing command grab that does solid damage. | ||
* | *Cannot be used for okizeme, as it can be jumped out of on reaction, even at point blank. | ||
* | *Just like with the Kakyoin/New Kakyoin variant of the move, there are a few tricky ways to tick into it, most notably as a combo ender. | ||
*Frame advantage on hit is not as large as other knockdowns, so you should take into consideration oki vs damage before using it. | |||
*A risky reversal with solid invulnerability. | |||
}} | }} | ||
}} | }} | ||
Line 1,021: | Line 1,077: | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=0 | ||
|active= | |active=N/A | ||
|recovery= | |recovery=N/A | ||
|hit= | |hit=N/A | ||
|block= | |block=N/A | ||
|pushblock= | |pushblock=N/A | ||
|guard= | |guard=N/A | ||
|damage= | |damage=N/A | ||
|cancel= | |cancel=N/A | ||
|properties= | |properties= Costs 1 Meter | ||
|description= | |description= | ||
*Standard tandem, mainly used as combo filler and a reversal. | *Standard tandem, mainly used as combo filler and a reversal. | ||
*For Iggy, you usually just want to do | *For Iggy, you usually just want to do reps of ABC, then roll behind the opponent and mash 2a. | ||
*On low profile characters such as Stand OFF Iggy and crouching Devo, use repeated 2B instead. | |||
*If you're fast enough to make it count, you can also do 2A 5B 5C to make it work on these short characters. | |||
*Using a low from the tandem and an IOH j.C, you can create a gimmicky unblockable setup on slower knockdowns. | |||
}} | }} | ||
}} | }} | ||
{{NavboxHFTF}} | {{NavboxHFTF}} | ||
[[Category:JoJo's Bizarre Adventure]] | [[Category:JoJo's Bizarre Adventure]] |
Latest revision as of 22:19, 1 May 2024
Movelist
Normals
Stand Off
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 | ||||
|
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 | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
21 | 2 | 25 | 10 | High | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
0 | -10 | -23 | Special/Super | - | ||||
|
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 | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
12 | 6 | 10 | 10 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
0 | -2 | -12 | 236S/214S | - | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 4 | 8 | 3 | Low | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+8 | +6 | +3 | 2A Special/Super |
- | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
6 | 20 | 4 | 7 | Low | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-8 | -10 | -18 | Special/Super | - | ||||
|
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 | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
2 | Until landing | - | 3 | High | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+12 | +10 | +6 | - | - | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
2 | Until Landing | - | 8 | High | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+12 | +10 | +6 | - | - | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
2 | Until landing | - | 10 | High | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+12 | +10 | +6 | - | - | ||||
|
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 | ||||
|
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 | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
6 | 20 | 4 | 7 | Low | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-8 | -10 | -18 | Special/Super | - | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | 17 | Grab | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | Air UB | ||||
|
Stand On
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 | ||||
|
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 | ||||
|
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 | ||||
|
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 | ||||
|
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 | ||||
|
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 | ||||
|
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 | ||||
|
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 | ||||
|
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 | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 4 | until landing | 4 | High | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
5 | - | - | - | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 | 4 | until landing | 11 | High | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 | 2 | until landing | 13 | High | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | nothing | IPS=No Scales=Yes | ||||
|
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 | ||||
|
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 | ||||
|
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 | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 4 | 15 | 3 | Low | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-6 | -7 | -1 | Special/Super | - | ||||
|
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 | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
9 | 4 | 33 | 11 | Low | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Launch | -19 | -32 | Special/Super | - | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
10 | until landing | 28 | 10 | High | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | nothing | IPS=No Scales=No | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | 17 | Grab | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
|
Specials
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
N/A | N/A | N/A | N/A | N/A | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
N/A | N/A | N/A | N/A | N/A | ||||
Easily one of Iggy's strongest tools, if not his strongest. 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, by quickly entering and leaving the glide before performing a jumping attack. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
0 | N/A | N/A | 1(A) 2(B) 3(C) |
Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Variable | Variable | Variable | N/A | Scaling = No IPS = Yes Air UB = No | ||||
One of the best projectiles in the game, and absolutely the best air-to-air in the game. Not only does it control a considerable amount of space on the ground, with the ability to counterplay rolls with the C sandball, it can also be used as an anti-air on reaction. The projectile itself is already pretty good, however, it's main strength is that it is done during Air Flight. This means that you can block while sending them out, making sandball unbeatable in the air, as long as you're high enough to avoid your opponent's air unblockable moves. Not to mention it's uses during pressure, mixups... Simply put, sandball is one of Iggy's best tools for good reason. Proper use of this move makes Iggy frustrating to fight. |
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 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. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | - | - | 14 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Launches | - | - | - | - | ||||
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. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
2 | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
15 | - | - | 24 | Grab | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Launches | - | - | - | - | ||||
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. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
9 | 4 | 15 | 7 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-1 | -1 | -13 | - | Air UB | ||||
|
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.
|
Supers
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 (S.ON) | 5, 17x9 | 33 (S.ON) | 38 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
HKD/Launch | -19 (S.ON) | -31 (S.ON) | N/A | Scaling = No IPS = No Air UB = No Costs 1 Meter Stand Crash on 1st hit | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 31 | 1 | 39 | Grab | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
HKD | N/A | N/A | N/A | Costs 1 Meter | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
0 | N/A | N/A | N/A | N/A | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
N/A | N/A | N/A | N/A | Costs 1 Meter | ||||
|