JoJo's Bizarre Adventure: Heritage for the Future/Iggy: Difference between revisions

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== Normal Moves ==
== Normal Moves ==
=== Stand Off ===
s.A - Basically worthless, no range at all.
c.A - Same as s.A, though it is used in tandem combos.
j.A - As far as I can tell, there is absolutely no reason at all to use this over j.B/C
s.B - Iggy hops forward biting. Not really useful at all.
c.B - Slide that can be comboed into super, decent range.
j.B - Poor range, but 2-hits.
s.C - Awesome poke, reaches about 2-3 character lengths without any hitbox for Iggy. Good meter building, too.
cl.C - Multi-hits, makes a good anti-air as long as you make sure you are within range. Kills crossups and depending on how they flip you can walk under and repeat.
c.C - Basically useless.
j.C - See j.B
6+B - Overhead, cancel into specials or supers hit or wiff.
=== Stand On ===
s.A - Nice quick poke, leads to fair damage even at slight distances.
c.A - Sac a bit of range to make it a low. Still leads to fair damage.
j.A - Good priority coming down on a jump-in. Useful against his anti-airs since it says in one place relative to Iggy instead of swinging his arm
s.B - Decent range poke, but no reason to use it since s.A combos into it at any range.
c.B - Same as s.B.
j.B - Good priority air move, swings arm down, making it good for hitting opponents late on jump-ins.
s.C - Ok poke, better range than s.A, but less range than the Stand off version.
c.C - Sweep, use c.A
j.C - Like j.B, but swings arm up instead of down. Can ghetto juggle with itself if your opponent doesn't flip.


== Special Moves ==
== Special Moves ==

Revision as of 05:11, 21 September 2008

Introduction

Moves List

Normal Moves

Stand Off

s.A - Basically worthless, no range at all. c.A - Same as s.A, though it is used in tandem combos. j.A - As far as I can tell, there is absolutely no reason at all to use this over j.B/C

s.B - Iggy hops forward biting. Not really useful at all. c.B - Slide that can be comboed into super, decent range. j.B - Poor range, but 2-hits.

s.C - Awesome poke, reaches about 2-3 character lengths without any hitbox for Iggy. Good meter building, too. cl.C - Multi-hits, makes a good anti-air as long as you make sure you are within range. Kills crossups and depending on how they flip you can walk under and repeat. c.C - Basically useless. j.C - See j.B

6+B - Overhead, cancel into specials or supers hit or wiff.

Stand On

s.A - Nice quick poke, leads to fair damage even at slight distances. c.A - Sac a bit of range to make it a low. Still leads to fair damage. j.A - Good priority coming down on a jump-in. Useful against his anti-airs since it says in one place relative to Iggy instead of swinging his arm

s.B - Decent range poke, but no reason to use it since s.A combos into it at any range. c.B - Same as s.B. j.B - Good priority air move, swings arm down, making it good for hitting opponents late on jump-ins.

s.C - Ok poke, better range than s.A, but less range than the Stand off version. c.C - Sweep, use c.A j.C - Like j.B, but swings arm up instead of down. Can ghetto juggle with itself if your opponent doesn't flip.

Special Moves

Super Moves

The Basics

Advanced Strategy

Match-ups

Vs. Jotaro Kujo (JoJo):

Vs. Joseph Joestar:

Vs. Muhammed Abdul:

Vs. Kakyouin Noriaki:

Vs. Jean Pierre Polnareff:

Vs. D'Bo:

Vs. Iggy:

Vs. Midler:

Vs. Alessi:

Vs. Chaka Khan:

Vs. Vanilla Ice:

Vs. Dio:

Vs. Mariah:

Vs. Hol Horse:

Vs. Pet Shop:

Vs. Black Polnareff:

Vs. Shadow Dio: