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{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left" | |||
|+ BnB Combos | |||
|- | |||
! Combo !! Notes | |||
|- | |||
| s.5A > (s.5A) > s.5B > s.5C xx s.[4]6C || Iggy's Stand ON BnB. Very simple to perform and confirm from a jump-in attack. Input the magic series holding back to charge [4]6C. Punishable on hit. | |||
|- | |||
| s.2A > s.5B > s.5C xx s.[4]6C || The exact same combo as before, but from a low starter. You can't do a second s.2A. Punishable on hit. | |||
|- | |||
| s.2A > (s.2A) > s.2B > s.2C || Magic series into hard knockdown sweep. Less damage, but scores a knockdown and is safe on hit if the opponent is Stand OFF. Still punishable if the opponent is Stand ON. | |||
|- | |||
| 2A WC S+5A / S+2A > s.5B > s.5C xx [4]6C || Iggy's Stand OFF BnB. To perform the walk cancel, hold 4 or 6 during recovery. Turns Stand ON and is punishable on hit. | |||
|- | |||
| 2A WC S+2A > s.2B > s.2C || Magic series into a hard knockdown from the Stand OFF walk cancel. Turns Stand ON and is only safe on hit vs Stand OFF characters. | |||
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| 2B xx 236AA, 6B || Combo into 236AA from 2B, which can be used as part of okizeme or after a crossunder / other 2B low profile. The 6B is easy to follow up and gives a hard knockdown, but running alongside the super instead also provides good oki. | |||
|- | |||
| 6B xx 63214C, 2Ax5, 6B xx [2]8C || 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 easily time the followup [2]8C. The 6B has to hit right as they're released, so the [2]8C can juggle after. | |||
|- | |||
| 6B / 2B xx 214S {5ABCxN}, Roll 2AxN, Tandem Ender || The main way Iggy scores a tandem in Stand OFF. 6B and 2B are both used in oki situations, but 2B also works when punishing / low profiling. When opponent is cornered, do not roll before doing tandem filler 2As. | |||
|- | |||
| s.j.C, s.d.5B xx 214S {5ABCxN}, Roll 2AxN, Tandem Ender || Iggy's Stand ON tandem confirm. When opponent is cornered, do not roll before doing tandem filler 2As. | |||
|- | |||
| Tandem Starter {2BxN}, Roll 2AxN, Tandem Ender || Tandem for short crouchers. When opponent is cornered, do not roll before doing tandem filler 2As. | |||
|} |
Revision as of 14:45, 17 January 2024
Combo | Notes |
---|---|
s.5A > (s.5A) > s.5B > s.5C xx s.[4]6C | Iggy's Stand ON BnB. Very simple to perform and confirm from a jump-in attack. Input the magic series holding back to charge [4]6C. Punishable on hit. |
s.2A > s.5B > s.5C xx s.[4]6C | The exact same combo as before, but from a low starter. You can't do a second s.2A. Punishable on hit. |
s.2A > (s.2A) > s.2B > s.2C | Magic series into hard knockdown sweep. Less damage, but scores a knockdown and is safe on hit if the opponent is Stand OFF. Still punishable if the opponent is Stand ON. |
2A WC S+5A / S+2A > s.5B > s.5C xx [4]6C | Iggy's Stand OFF BnB. To perform the walk cancel, hold 4 or 6 during recovery. Turns Stand ON and is punishable on hit. |
2A WC S+2A > s.2B > s.2C | Magic series into a hard knockdown from the Stand OFF walk cancel. Turns Stand ON and is only safe on hit vs Stand OFF characters. |
2B xx 236AA, 6B | Combo into 236AA from 2B, which can be used as part of okizeme or after a crossunder / other 2B low profile. The 6B is easy to follow up and gives a hard knockdown, but running alongside the super instead also provides good oki. |
6B xx 63214C, 2Ax5, 6B xx [2]8C | 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 easily time the followup [2]8C. The 6B has to hit right as they're released, so the [2]8C can juggle after. |
6B / 2B xx 214S {5ABCxN}, Roll 2AxN, Tandem Ender | The main way Iggy scores a tandem in Stand OFF. 6B and 2B are both used in oki situations, but 2B also works when punishing / low profiling. When opponent is cornered, do not roll before doing tandem filler 2As. |
s.j.C, s.d.5B xx 214S {5ABCxN}, Roll 2AxN, Tandem Ender | Iggy's Stand ON tandem confirm. When opponent is cornered, do not roll before doing tandem filler 2As. |
Tandem Starter {2BxN}, Roll 2AxN, Tandem Ender | Tandem for short crouchers. When opponent is cornered, do not roll before doing tandem filler 2As. |