User:Surabu/sandbox: Difference between revisions

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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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{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align;left"
|+ Tandem Enders
|-
!  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

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.
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.
Tandem Enders
Combo Notes
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.