JoJo's Bizarre Adventure: Heritage for the Future/Iggy/Movelist

From SuperCombo Wiki

Movelist

Normals

Stand Off

5A
Iggy 5a.png
Startup Active Recovery Damage Guard
5 2 17 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-6 {{{block}}} - 5A
Special/Super
Mid
Air UB
  • Can chain into itself.
  • Worse than 2A in almost every way, no real reason to use this move.


5B
Iggy 5b.png
Startup Active Recovery Damage Guard
10 3 23 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-7 {{{block}}} - Special/Super Mid
Air UB
  • Another useless move.


6B
Iggy 6b.png
Startup Active Recovery Damage Guard
21 2 25 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -
  • Hits overhead
  • To small to be used in neutral, mainly used for oki.
  • Can combo into supers and command grab.
  • Certain characters can jump out of it on wakeup, while others can't.


5C (Close)
Iggy Close 5c.png
Neutral jumping? In MY oki?
Startup Active Recovery Damage Guard
10 22 2 9 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-4 {{{block}}} - 236S/214S Mid
Air UB
  • Hits 3 times
  • Can only cancel into 236S and tandem
  • Can be good as an anti air
  • Also good for catching people neutral jumping out of oki


5C (Far)
Iggy Far 5c.png
Startup Active Recovery Damage Guard
12 6 10 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 {{{block}}} - 236S/214S Mid
  • Can only cancel into 236S or tandem
  • Extremely disjointed poke, can even beat moves like Avdol 2C
  • Basically iggys only ranged option in stand off besides his charge moves
  • Fairly slow startup and can't hit jumping opponenets, so don't get predictable


2A
Iggy 2a.png
Startup Active Recovery Damage Guard
4 4 8 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+8 {{{block}}} - 2A
Special/Super
Low
  • Can chain into itself
  • Good frame data and disjoint make this a good small range poke
  • Also good tick grab tool and combo starter


2B
Iggy 2b.png
The meaty of your dreams
Startup Active Recovery Damage Guard
6 20 4 7 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-8 {{{block}}} - Special/Super Low
  • Mainly used as a meaty or to catch people's landings
  • Extreme low profile, will go under a lot of higher aerials and certain grounded moves
  • Most characters can jump out of it when used as a meaty after grab
  • can be +9 on block if you hit someone at its last active frame


2C
Iggy 2c.png
Startup Active Recovery Damage Guard
4 9 12 11 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launch {{{block}}} - 236S/214S Mid
Air UB
  • Can only cancel into 236S or tandem
  • Mostly used as a combo ender after tandems to get a hard knockdown
  • Can sometimes be used as an anti air but has a bad hurtbox


J.A
Iggy j.c (1).png
Startup Active Recovery Damage Guard
2 Until landing - 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 {{{block}}} - - High
  • No reason to use this


J.B
Iggy j.c (1).png
Iggy j.c (2).png
Startup Active Recovery Damage Guard
2 Until Landing - 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 {{{block}}} - - High
  • Hits 2 times
  • Also no reason to use this


J.C
Iggy j.c (1).png
Iggy j.c (2).png
Startup Active Recovery Damage Guard
2 Until landing - 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 {{{block}}} - - High
  • Hits 2 times
  • The good one, has higher damage than both of the others with no drawbacks
  • Has only 2 frames of startup
  • Can be a good anti air


6C/4C (Close)
Startup Active Recovery Damage Guard
- - - 17 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -
  • Knocks opponents down near Iggy, gives time for oki
  • Very strong option to have, considering how many oki options Iggy has to work with
  • Iggy's grab is unique compared to other knockdowns. On the first frame of waking up on most knockdowns, the only thing you are allowed to do is block, which lets perfectly timed meatys be true. This doesn't apply to Iggy, meaning people can use tandems to get out of his oki. It also lets people jump out of his 2B and sometimes his 6B.
  • Keep in mind this only applies to his grab, meaning any other source of oki will have normal knockdown properties.
  • The oki he gets can range from very good to almost nonexistant depending on the character's wakeup speed. Wakeup speeds are different from Iggy's grab than other knockdowns. There's a chart showing the advantage in the Strategy section.


Stand On

S.5A
Iggy s.5a.png
Startup Active Recovery Damage Guard
5 3 11 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 {{{block}}} - SP TA SU IPS=No Scales=yes Mid
Air-UB
  • Decent combo starter
  • Usually outclassed by s.2A, but this one can do slightly more damage


S.5B
Iggy s.5b (1).png
Iggy s.5b (2).png
Iggy s.5b (3).png
Startup Active Recovery Damage Guard
8 4 13 11 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 {{{block}}} - SP SU TA IPS=No Scaling=Yes Mid
Air-UB
  • Mainly combo filler
  • Ok anti air


S.5C
Iggy s.5c (1).png
Iggy s.5c (2).png
Programming is hard
Startup Active Recovery Damage Guard
9 7 19 13 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-6 {{{block}}} - SP SU TA IPS=No Scaling=Yes Mid
Air-UB
  • Would be a good poke if the hitbox actually matched the animation


S.5C (Chain)
Iggy 236s (1).png
Iggy 236s (2).png
Iggy 236s (3).png
Startup Active Recovery Damage Guard
5 ? 15 9 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 {{{block}}} - SP SU TA IPS=No Scaling=Yes Mid
Air-UB
  • Can only get this move when chained into
  • Combo filler


S.6C
Iggy s.6c.png
Iggy s.6c (2).png
Startup Active Recovery Damage Guard
12 15 4 5 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-6 {{{block}}} - SP SU TA IPS=No Scaling=no Mid
Air-UB
  • Decent poke but harder to use without accidentaly doing charge moves.
  • so going stand on and then using the move helps with that
  • can be plus on hit, block and push block if spaced well


S.2A
Iggy s.2a.png
Startup Active Recovery Damage Guard
4 4 9 5 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 {{{block}}} - SP SA TA IPS=No Scaling=Yes Low
Air-UB
  • Main combo starter and the low in his stand on high/low game


S.2B
Iggy s.2b (1).png
Iggy s.2b (2).png
Startup Active Recovery Damage Guard
4 4 9 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
3 {{{block}}} - SP SU TA IPS=No Scaling=Yes Mid
Air-UB
  • Decent counterpoke
  • Also Iggy's main meterbuild option


s.2C
Iggy s.2c.png
Startup Active Recovery Damage Guard
10 4 38 13 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
launch5lkdj {{{block}}} - nothing IPS=No Scaling=Yes Low
Air-UB
  • Good combo ender when you want to trade damage for safety
  • Has a surprising amount of active frames, though this isn't useful very often


S.J.A
Iggy s.j.a.png
Startup Active Recovery Damage Guard
4 4 until landing 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
5 {{{block}}} - - IPS=No Scales=Yes High
  • Not very useful but it can be used as a quick air to air sometimes


S.J.B
Iggy S.J.B (1).png
Iggy j.s.b (2).png
Iggy s.j.b (3).png
Startup Active Recovery Damage Guard
8 4 until landing 11 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - IPS=No Scales=Yes High
  • Mainly used as a tech chase tool


S.J.C
Iggy s.j.c (2).png
Iggy s.j.c (2).png
Startup Active Recovery Damage Guard
8 2 until landing 13 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - nothing IPS=No Scales=Yes High
  • Very strong air to air
  • Most commonly used option out of airdaish
  • Does a lot of stand gauge damage


S.J.2C
Iggy s.j.2c.png
As if it wasn’t hard enough to anti air Iggy
Startup Active Recovery Damage Guard
10 until landing 28 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - nothing IPS=No Scales=No High
  • Divekick style move that halts Iggy's momentum
  • Causes a knockdown on standing opponents. If the opponent is crouching they recover instantly and kill you
  • Not a great move on it's own thanks to the bad hurtbox and how unsafe it is
  • At the same time, it can be used out of glide if you get yourself in a bad situation. Even if it doesn't work, just having the move will make people have to think about whether or not to anti air you.


s.j.8
Iggy glide.png
Making people hate you 101
Startup Active Recovery Damage Guard
- - - 1(A)
2(B)
3(C)
-
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -
  • Hold 8 to keep floating and release to drop, lasts for about 3 seconds
  • Iggy loses his double jump to have this
  • You cannot airdash and float in the same jump.
  • Iggy can block during this, but blocking an attack causes you to drop out of the glide.
  • Pressing an attack will cause Iggy to drop a sandball. A drops it the furthest out and does the least damage, while C drops right below Iggy and does the most damage.
  • After doing a certain amount of sandballs, there is a cooldown before you can use more. (3 for A, 2 for B, 1 for C) You can bypass this limit by alternating between the A and B sandballs.

Easily one of Iggy's strongest tools, if not his strongest. First, there's the glide itself. Combining this with his airdash and divekick, this can make Iggy very unpredictable in the air, since he can easily change or halt his momentum. It can also be used as a fast instant overhead that you can combo off of. And then there's the sandballs. This is an insanely low risk projectile that you can just throw out with little fear of being punished. Just a simple superjump means that no anti air can hit you, and even if you get air to aired somehow, you just block it. The only real threat you have is if someone rolls behind you, but you still have C sandball and divekick to catch people doing that. Also, since you can block while throwing out sandballs, this move will just flat out beat every air to air in the game. And you can also use it on oki to give yourself time for a high/low/grab mixup. You might notice that the sandballs only do 1 or 2 damage, but that isn't as big of a problem as it seems. If you can get the sandball to launch, you can usually follow up with an S.J.B. And even on ground hits you can get an aerial or some pressure. And the sanballs also still do chip, so blocking isn't very effective against them. They can bring you down to 1 health, and if Iggy gets to that point, he's almost unbeatable. This is one of the best projectiles in the game, do not overlook this move.


S.4C/S.6C (Close)
Startup Active Recovery Damage Guard
- - - 17 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -
  • The same as stand off grab.

Specials


Sand Crush
[4]6A/B/C
Iggy 4 charge (1).png
Iggy 4 charge (2).png
Your punishable on hit combo ender
Startup Active Recovery Damage Guard
- - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -
  • The Fool charges forward, distance depends on the button
  • In stand on Iggy will also charge forward with his stand
  • Is air unblockable for some reason

The stand off version of this move is generally used as a quick, long range poke. It's a strong roundstart option and can catch a lot of people off guard. However, it does very low damage, the Fool has a hurtbox, and the Fool takes a while to come back, locking Iggy out of a big portion of his moveset. The stand on version is mainly used as a combo ender or a long range punish tool. Be aware that this move is punishable on hit, but it also has a good amount of pushback. That means some characters will have a harder time punishing it. It goes fullscreen, so you can use it to punish slow projectiles. Be aware that this move is very punishable on block, though.


Sand Uprising
[2]8A/B/C
Iggy 4 charge (1).png
Iggy 2 charge (2).png
Startup Active Recovery Damage Guard
- - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -
  • The Fool charges up, distance depends on the button
  • In stand on Iggy will also charge up with his stand
  • For some reason this move isn't air unblockable while the other one is

Mainly used as an anti air. It's a fairly decent one, but it does require a charge. The stand on version can also be decent to use when you're getting pressured, since it knocks the opponent away. Just remember this is also fairly unsafe.


Sand Magic
623 or 421A/B/C
Startup Active Recovery Damage Guard
- - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -
  • A teleport. 623 teleports him forward, while 421 teleports him back
  • No difference between buttons
  • Mainly used to make certain buttons safe like s.d.5c


Sand Clutch
63214A/B/C
Iggy 63214.png
More dogs
Startup Active Recovery Damage Guard
- - - 24 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -
  • A slow moving command grab. The buttons determine how far it goes
  • When the hitbox touches the opponent, they are trapped and dealt damage until they are knocked away.
  • In stand off Iggy can hit the opponent while they're trapped, in stand on he just sleeps.
  • Can be combo'd into from 6B.

Not very good in neutral, so mainly used for oki. These are the main part of his unblockable setups, and you can read more about them in the Strategy section. These are also really good to catch people hold up back on wakeup. Don't use the stand on version.


Stand Activation Attack
236S
Iggy 236s (1).png
Iggy 236s (2).png
Startup Active Recovery Damage Guard
- - - 7 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -
  • Mainly just a tool used to make yourself safe after moves like 5C


Supers

Big Sand Wave
236AA
Iggy 236aa (1).png
Iggy 236AA (2).png
Iggy 236aa (3).png
Iggy 236aa (4).png
Iggy 236aa (5).png
Startup Active Recovery Damage Guard
- - - 38 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -
  • A big sand wave, as the name suggests. Goes fullscreen.
  • In stand on Iggy will ride the wave.
  • Knocks down mid screen, but in the corner the opponent can tech, destroying your oki.
  • Very inconsistent on air hit.
  • Will beat guard cancels a lot of the time
  • In stand off you can get a decent 50/50 when they block the first hit by running up and doing 2a or j.c.
  • Stand on version isn’t great, use tandem instead


Raging Demon
AA6BC
Iggy aa6bc.png
The perfect oki tool against the s dio with 1 hour
Startup Active Recovery Damage Guard
- - - 39 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -
  • A raging demon, basically a slow moving command crab that does a lot of damage
  • Very easy to jump out of, so it isn’t a great oki tool
  • Can be used as a high damage combo ender, though it is harder to combo into


Tandem
214S
Startup Active Recovery Damage Guard
- - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -
  • Standard tandem, mainly used as combo filler and a reversal.
  • For Iggy, you usually just want to do A B C reps, then roll behind the opponent and mash 2a.

Game Navigation

General
Controls
System Info
In-depth System Info
FAQ
Active
Avdol
Devo
DIO
Iggy
Jotaro
Kakyoin
Midler
New Kakyoin
Polnareff
Vanilla Ice
Weapon
Alessi
Chaka
Old Joseph
Passive
Black Polnareff
Boingo
Hol Horse
Khan
Mariah
Petshop
Rubber Soul
Shadow Dio
Young Joseph