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:
Characters | Muhammed Abdul | Alessi | Chaka | D'Bo/Devo | Dio | Hol Horse | Hol Horse & Boingo | Iggy | JoJo (Young Joseph) | Joseph Joestar | Jotaro Kujo (JoJo) | Kahn | Mariah | Midler | New Kakyoin | Kakyouin Noriaki | Pet Shop | Jean Pierre Polnareff | Black Polnareff | Rubber Soul | Vanilla Ice | Shadow Dio |