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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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