JoJo's Bizarre Adventure: Heritage for the Future/Rubber Soul/Combos: Difference between revisions
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{{Character Subnav HFTF|name=Rubber Soul}} | {{Character Subnav HFTF|name=Rubber Soul}} | ||
== Basic == | == Basic Combos == | ||
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|d.2A, 2A, 2A xx 4S | |||
|}Basic blockstring. <br> Relatively safe on block/pushblock. <br> Great for starting Tech Chases or to set up 4S Jab Resets. | |||
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|d.2A xx 5S | |||
|}Alternative Tech Chase starter. <br> Can be punishable on hit if the opponent is hit more than once before getting launched. | |||
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|5A CrC 5B xx 4S | |||
|}Rubber Soul's Crouch Cancel Link. <br> 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. | |||
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|4S hj.A xx j.S j.S | |||
|}4S launcher that leads to okizeme on Stand OFF/Passive Stand opponents.<br> Useful to catch opponents off-guard just outside their range or as a medium range fast punish. <br> Won't work on Stand OFF Kaks and Vice. | |||
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|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 <br> Fair damage, leads to okizeme. <br> Make sure to hitconfirm into 214A as it's punishable on block. <br> Use 2A against Alessi and 5A against Iggy and Pet Shop after wrap connects. | |||
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|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 <br> Midscreen Only. <br> Decent damage at the expense of okizeme. | |||
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|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 <br> Rubber's dashing attacks don't trigger scaling nor IPS. <br> Great for fast punishes, high risk/high reward on its own otherwise. <br> Midscreen Only. <br> Avoid using against characters with high defense values or low health as it won't be nearly as effective. | |||
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== Advanced Combos == | == Advanced Combos == |
Revision as of 03:10, 31 October 2022
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.
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.