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

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{{Character Subnav HFTF|name=Rubber Soul}}
== Basic ==
== Basic ==
j.A xx j.S - Once Rubber's j.A connects, you can quickly combo with S while you're still in midair. High damage and relatively safe. You can use this combo for cross-ups as the stand attack will turn Rubber towards his opponent.
j.A xx j.S - Once Rubber's j.A connects, you can quickly combo with S while you're still in midair. High damage and relatively safe. You can use this combo for cross-ups as the stand attack will turn Rubber towards his opponent.

Revision as of 16:34, 6 April 2021

Basic

j.A xx j.S - Once Rubber's j.A connects, you can quickly combo with S while you're still in midair. High damage and relatively safe. You can use this combo for cross-ups as the stand attack will turn Rubber towards his opponent. When done low enough, j.S and this string can be used to start many of the combos below as well.

2A, 2A xx 4S/214+A/B/C - Jab, low kick into launcher or wrap. Canceling into the Wrap might require negative edge.

d.5A/d.2A, 2A, 2A xx 4S/214+A/B/C - Rubber's primary combo string. Dash jab into two low kicks into launcher or wrap.

5B/d.5B xx 4S/214+A/B/C- Simple hitconfirm.

5C/d.5C (2 hits) xx 4S/214+A/B/C - Hitconfirm out of a 2 hit normal. Can use 6S if 5C hits too far and 4S is out of range. The dashing version is much more effective.

2B (2 hits) xx 4S/214+A/B/C - Hitconfirm out of a 2 hit normal.

d.2B xx 4S/214+A/B/C - Dashing 2B only hits once, as opposed to the regular version. It still allows special cancels.

2C (1 hit) xx 4S/214+A/B/C - 2C can be canceled before the second hit knocks down the opponent.

d.2C (2 hits) xx 4S/214+A/B/C - Hit confirm out of a low 2 hit normal.

Gooey trap follow-ups

Use d.5A after the wrap connects if your opponent isn't close enough to you, otherwise, a regular jab will do the job.

214+A/B/C, d.5A, [5A]*5, j.S - Meterless wrap follow up. You can punch your opponent during wrap around 6 times (but 3-5 is your safe bet). Then you can hit your opponent in the air with j.S. It requires proper timing or the opponent will recover after the wall bounce. It might be easier if instead of the last punch you do j.A just before the wrap is about to end, or when you jump over to the other side of the screen after punching your opponent 3 times. That way it's possible to combo j.S before the wall splat happens.

214+A/B/C, d.5A, [5A]*2, 663 j.A, 44 (move as far away from the opponent as possible),

236+AA - Uses one stock of super. After 2 or 3 hits during wrap perform a dash jump across the stage to make enough space between you and the opponent. Once the opponent is launched by the end of the wrap, they should land right in front of you. With proper timing, you can use Rubber's projectile super to deal some high damage. If mistimed, the opponent can recover from the move earlier or the move simply whiffs. This won't work near a corner as there won't be enough space to jump away from the opponent. Watch out where you use this combo and use proper attacks.

Advanced Combos

623+A/B/C (while blocking) !SC, d.j.S/hh.S - You can follow up with j.S after a Guard Cancel ONLY after it caused a Stand Crash.

j.A/d.5A/d.2A xx 6248/4268+A/B/C - Coconut Backbreaker can combo from these normals (and possibly their standing versions as well), however, the timing is very strict and inconsistent.

d.5A, 5A, CrC 5B xx 4S/214+A/B/C - Rubber Soul's standing jab can be crouch canceled after he withdraws his fist after punching his opponent by holding down. This trick allows to cut some recovery frames from his jab and lets him connect with 5B after the jab. It's a difficult 2 frame link. If mistimed it still serves as a frame trap.

d.5A/d.2A, 2A xx 6S, d.2A, 2A, 2A xx 4S - Tight combo extension which leads to a hard knockdown. Best done in the corner, but works against some chars outside of it.

d.5A/d.2A, 5A, CrC 5B xx 6S, d.2A, 2A, 2A xx 4S - Corner only. Insanely tight.

d.2A, 2[A] xx 236+]A[, d.2A, 2A, 2A xx 4S/214+A/B/C - Two jabs quickly canceled into the projectile attack. Best done in the corner. Negative edge 236+A to guarantee that it connects as early as possible.

j.S, d.2A, 2A, 2A xx 4S/214+A/B/C - Combo example starting off a deep j.S. Hard to time right but leads to decent damage.

[any normal] xx 6S, d.2A, 2A, 2A xx 4S - Any normal into 6S and 3 jabs follow up. If you're using standing versions of 5C, 2B or 2C, make sure to cancel the first hit into 6S. Very hard to time properly. Works best in the corner.

[any normal] xx 2S, d.2A, 2A, 2A xx 4S - Any normal into 2S and 3 jabs follow up. If you're using standing versions of 5C, 2B or 2C, make sure to cancel the first hit into 6S. Even harder to time properly. Works best in the corner.

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