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| 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. | | 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. | ||
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| 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. | | (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. | ||
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| Tandem Starter {2BxN}, Roll 2AxN, Tandem Ender || Tandem for short crouchers. 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. | ||
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|+ Tandem Enders | |||
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! Combo !! Notes | |||
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| Tandem, 6B xx 63214C, 2Ax5, 6B xx [2]8C || A consistent ender that gives solid damage. If the [2]8C is timed correctly, it will hard knockdown which gives Iggy the opportunity to run okizeme. | |||
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| Tandem, 2A WC S+5A / S+2A > s.5B > s.5C xx s.[4]6C || Due to the nature of the walk cancel combo, it can be used to end tandems. Punishable on hit. | |||
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| Tandem, 2A WC S+2A > s.2B > s.2C || Walk cancel into hard knockdown. | |||
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| Tandem, 6B xx AA6BC || This isn't too useful due to the minimal damage increase for the cost of 1 bar, however if your opponent is on low health it can be used as a flashy finisher. | |||
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| Tandem, 6B xx 236AA, 6B || Very solid corner carry and damage that will also provide strong oki out of the corner. The meter cost is however a big consideration. | |||
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| Tandem, 2A, 2A xx 236S || A minimal damage ender with very poor reward that should only be used if you miscounted your tandem reps. | |||
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| Tandem, j.C, 2C || Despite the minimal damage, this ender is nothing to laugh at as it gives Iggy his best knockdown, close to the opponent with a lot of time to act and most importantly, the bug involving the opponent's block-only frame being invulnerable after a grab isn't there. | |||
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Revision as of 15:47, 17 January 2024
Combo | Notes |
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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. |
Combo | Notes |
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Tandem, 6B xx 63214C, 2Ax5, 6B xx [2]8C | A consistent ender that gives solid damage. If the [2]8C is timed correctly, it will hard knockdown which gives Iggy the opportunity to run okizeme. |
Tandem, 2A WC S+5A / S+2A > s.5B > s.5C xx s.[4]6C | Due to the nature of the walk cancel combo, it can be used to end tandems. Punishable on hit. |
Tandem, 2A WC S+2A > s.2B > s.2C | Walk cancel into hard knockdown. |
Tandem, 6B xx AA6BC | This isn't too useful due to the minimal damage increase for the cost of 1 bar, however if your opponent is on low health it can be used as a flashy finisher. |
Tandem, 6B xx 236AA, 6B | Very solid corner carry and damage that will also provide strong oki out of the corner. The meter cost is however a big consideration. |
Tandem, 2A, 2A xx 236S | A minimal damage ender with very poor reward that should only be used if you miscounted your tandem reps. |
Tandem, j.C, 2C | Despite the minimal damage, this ender is nothing to laugh at as it gives Iggy his best knockdown, close to the opponent with a lot of time to act and most importantly, the bug involving the opponent's block-only frame being invulnerable after a grab isn't there. |