JoJo's Bizarre Adventure: Heritage for the Future/Rubber Soul/Combos

From SuperCombo Wiki

Basic Combos

d.2A, 2A, 2A xx 4S

Basic blockstring.
Relatively safe on block/pushblock.
Great for starting Tech Chases or to set up 4S Jab Resets.

d.2A xx 5S

Alternative Tech Chase starter.
Can be punishable on hit if the opponent is hit more than once before getting launched.

5A CrC 5B xx 4S

Rubber Soul's Crouch Cancel Link.
2 frame link that leads to a tech chase or can be followed-up with 6S and dashing jabs in the corner, where it's more useful.

4S hj.A xx j.S j.S

4S launcher that leads to okizeme on Stand OFF/Passive Stand opponents.
Useful to catch opponents off-guard just outside their range or as a medium range fast punish.
Won't work on Stand OFF Kaks and Vice.

d.2A, 2[A] xx 214]A[, d.5A/2A (5A/2A)*5 d.j.A (wait for wrap launch) j.S (j.S)

Basic BnB
Fair damage, leads to okizeme.
Make sure to hitconfirm into 214A as it's punishable on block.
Use 2A against Alessi and 5A against Iggy and Pet Shop after wrap connects.

d.2A 2A 2[A] xx 214]A[ d.5A/2A (5A/2A)*2 d.j.A (dash to the other side of the screen, wait for wrap launch) 236+AA, d.5A, (wait for last hit) 5A xx 5S

Basic BnB into 236+AA
Midscreen Only.
Decent damage at the expense of okizeme.

d.2[A] xx 214]A[ (d.5A/2A)*3 hyperjump, backdash, (wait for wrap launch) 236+AA d.5A, (wait) 5A xx 5S

Unscaled Wrap Confirm
Rubber's dashing attacks don't trigger scaling nor IPS.
Great for fast punishes, high risk/high reward on its own otherwise.
Midscreen Only.
Avoid using against characters with high defense values or low health as it won't be nearly as effective.


236 Starters

236A/B/C can provide a safer approach or help catching dash-ins or whiffed attacks while playing defensively.

Using it as a starter won't trigger IPS but it will scale the combo later on due to being a multi-hit move.

236X > d.2A, 2[A] xx 214]A[ d.5A/2A (5A/2A)*5 j.A (wait for wrap launch) j.S

236 Starter into BnB
Might have to add an extra jab if done up close.
Very low commitment approach.
Fair damage.

236X > d.j.A 2A, 2[A] xx 214]A[, d.5A/2A (5A/2A)*5 d.j.A (wait for wrap launch) j.S

Overhead variation of the mixup
Medium range only.
Not as safe as the low variation but can be used to bait GCs and reversals if the jump is delayed enough.
Fair damage.

236X roll d.5A 5A, 2[A] xx 214]A[ d.5A/2A (5A/2A)*5 d.j.A (wait for wrap launch) j.S

Fully invincible starter
Used mainly to go through attacks with invincible startups or to avoid poorly timed punishes right after doing 236A and still be able to confirm into a combo after recovering.
Medium range only.
Fair damage.

Combo Extenders

Extenders are useful for hitconfirming into wrap and for increasing Rubber's damage output overall.

d.2[A]/d.5[A] xx 236]A[ d.5A/2A 5A, 2[A] xx 214]A[ d.2A/5A (5A/2A)*5 j.A (wait for wrap launch) j.S

BnB with 236 extender
Bad scaling.
May not work on some crouching opponents.
If the 236 extender is used after IPS is triggered, it will make the combo very prone to IPS.

d.5A/d.2A, 2A/5A xx 6+S d.5A, 5A, 2[A] xx 214]A[, d.5A/2A (5A/2A)*5 j.A (wait for wrap launch) j.S

BnB with 6S extender
May not work on most crouching opponents.
Fairly tight.
Decent damage.

d.5A/d.2A xx 2S d.5A, 5A, 2[A] xx 214]A[ d.5A/2A (5A/2A)*5 j.A (wait for wrap launch) j.S

BnB with 2S extender
Universal extender.
Fairly tight.
Decent damage.

late d.2A, 5B xx 6S d.5A, 5A, 2A xx 6+S, d.5A, 5A, 2[A] xx 214]A[, d.5A/2A (5A/2A)*5 hj.A (wait for wrap launch) j.S

d.2A 5B Confirm
d.2A needs to hit the opponent on its latest frames for it to link into 5B.
Corner only follow-up, works better against characters with wide hurtboxes.

j.A xx j.S d.2A xx 2S d.5A, 5A, 2[A] xx 214]A[ d.5A/2A (5A/2A)*2 d.j.A (dash to the other side of the screen), (wait for wrap launch) 236+AA 5A

Optimal BnB off j.A Starter with 2S extender and 236+AA ender
Very hard to execute.
Good damage for 1 meter.
Midscreen Only.

Vortex Combos

These are wrapless combos that are meant to be used in okizeme. 50/50s that guarantee another hard knockdown without relying on tick grabs. Use them unpredictably alongside cross-ups and tick grabs to keep the opponent shut down.

2[A] xx 236]A[ d.5A, 5A xx 5S

Basic Low Starter
Very easy to execute.
Bad damage but gets the job done.
Works as a good tick grab setup after d.5A/d.2A.

j.S (close to the ground) d.2A, 2A, 2A xx 5S

Basic Overhead Starter
Universal.
Cancel into 5S as soon as the last 2A hits.
Fairly tight.
Good damage for 5 hits

2A xx 6+S, d.5A, 5A, 5A xx 5S

Optimal Low Starter Midscreen
Very Tight.
Don't cancel your dash too early or your follow-up won't reach.
Use 5A before 5S instead of 2A against Rubber Soul, Midler and Pet Shop.

2S d.2A, 5A, 2A xx 6S/2S d.5A, 5A, 2A xx 5S/4S

Optimal Low Starter in the corner
Universal.
Using 2S as a starter allows Rubber to use a combo extender without triggering IPS

2A 5A CrC 5B xx 6S d.5A 5A 2A xx 5S/4S

Optimal Low Starter in the corner
Fairly tight. Decent damage.

j.S (close to the ground) d.2A/d.5A, 5A xx 6+S, d.5A, 5A, 5A xx 5S/4S

Optimal Overhead Starter on tall crouching characters
Works on the Josephs, DIOs and Polnareff.
Very tight but good damage for a wrapless combo.

2A xx 2S d.2A 2A 2A xx 5S

Optimal Low Confirm on wide characters
Works on Iggy, Khan, Alessi and Devo midscreen.
Fairly tight.

j.S (close to the ground) d.2A, 2A xx 2S d.2A, 2A, 2A xx 5S/4S

Optimal Overhead Starter on wide crouching characters
Works on Iggy, Khan, Alessi and Devo midscreen.
Universal Overhead Confirm in the corner.
Very tight midscreen, not that hard to execute in the corner.
Great damage for a wrapless combo.

j.S (close to the ground) d.2A 2S d.2A, 2A, 2A xx 5S/4S

Optimal Overhead Starter
Universal.
Most damaging wrapless combo without the use of loops.
Very hard to execute consistently.

(dash through Pet Shop) d.2[A] xx 214]A[ d.5A 5A xx 6S d.5A 5A 5A xx 5S/4S

Dashing Cross-up Okizeme on Petshop
Dash through Pet Shop during his wakeup animation.
Buffer 236 facing the other way around (214)
Requires very specific timing.
Character specific.

(dash through Pet Shop) 2S d.5A 5A 5A xx 5S

Optimal Dashing Cross-up Okizeme on Petshop
Requires very specific timing.
Character specific.
Good damage for a wrapless combo.

Loops

All of Rubber Soul's combo extenders can be looped in the corner for more damage.

236X (d.5A, 5A, 2[A] xx 236]A[)*n d.5A 5A, 2[A] xx 214]A[, d.5A/2A (5A/2A)*5 j.A (wait for wrap launch) j.S

236 loop
Corner Only.
Very prone to IPS.
Scales badly.

d.5A/d.2A, 2A/5A xx (6+S d.5A, 5A, 2A)*n xx 214A, d.5A/2A (5A/2A)*5 j.A (wait for wrap launch) j.S

6S loop
Corner Only.
Fairly tight.

d.5A/d.2A, 2A/5A xx (2S, d.5A, 5A, 2A)*n xx 214A, d.5A/2A (5A/2A)*5 j.A (wait for wrap launch) j.S

2S loop
Corner only. Universal.
Extremely tight.
Very good damage.

d.5A/d.2A, (5A CrC 5B xx 6S d.5A, 5A)*n 2[A]xx 214]A[ d.5A/2A (5A/2A)*5 j.A (wait for wrap launch) j.S

CrC Loop
Corner only, character dependent, very tight.
Good damage.

Counter Follow-Ups

GC d.j.A xx j.S

Guard Cancel follow-up against Stand OFF/Passive Stand characters
Requires precise timing.
Good damage for a GC follow-up while still getting okizeme.

GC !SC d.j.S d.j.A xx j.S

Optimal Guard Cancel follow-up against Stand ON characters
Very good damage for a GC follow-up while still getting okizeme.

GC !SC j.C xx j.S

Alternative Optimal GC follow-up against Stand ON characters
Useful when the spacing for the previous follow-up isn't ideal or against characters who can't get hit by j.A xx j.S reliably like Kaks or Vice.
An extra j.S can be added at the end if they are high enough in the air.

GC !SC d.j.C xx d.j.S d.j.A xx j.S

Optimal Guard Cancel follow-up (Alessi Variation)
The initial hit of the GC doesn't add up to the combo counter if it hits Alessi's stand instead of Alessi himself.

GC !SC d.j.A xx j.S

Sideswitch Guard Cancel follow-up against Stand ON characters
Use it while being cornered to corner the opponent instead.
Requires very precise timing.
Stylish.

GC !SC sideswitch roll j.C xx j.S

Optimal Sideswitch Guard Cancel follow-up against Stand ON characters
Use it while being cornered to corner the opponent instead.
Requires precise timing.
Stylish.

Grab Follow-Ups

Grab > d.5B

Basic Grab follow-up
Can be cancelled into 5S/4S if the opponent doesn't tech fast enough (though punishable) or 236+AA to try and catch punish attempts or setup a mixup.
Doesn't work on Pet Shop and Vanilla Ice.

Grab > d.5A/d.2A (xx 5S)

Basic Grab follow-up
Works on some characters.
Can potentially lead to a tick grab or a UB wrap if the opponent doesn't tech in time.

Grab > 5C~ xx 6S

Alternative Grab follow-up
Works on Iggy and Alessi.
Great range and fairly safe.
Cancel the stand grab recovery into a stand normal before inputting 6S.

Grab > j.C~ xx j.S

Optimal Iggy-only follow-up
Cancel the stand grab recovery into a stand normal before inputting j.S.
Leads to okizeme.

Backbreaker Confirms

hh.A (close to the ground) 360

Basic confirm off a single hit.
Buffer 360 as you're falling.
Punishable on hit.

j.B/j.C (close to the ground) 360

Basic confirm off a single hit.
Buffer 360 as you're falling.
Punishable on hit.

deep d.5A xx 360

Fairly tight.
Has to be done point blank.
Delaying the super a bit after the jab connects may make it more consistent.
Punishable on hit.

deep d.2A xx 360

Fairly tight.
Has to be done point blank.
Delaying the super a bit after the jab connects may make it more consistent.
Punishable on hit.

deep d.5C xx 360

Extremely tight.
Has to be done point blank.
Punishable on hit.

deep d.2C xx 360

Extremely tight.
Has to be done point blank.
Punishable on hit.

236X d.j.A (close to the ground) 360

236 Starter into backbreaker confirm
Buffer 360 as you're falling.
Punishable on hit.
No reason to go for this other than for style points.

236X d.sh.A (close to the ground) d.5A/d.2A xx 360

236 Starter into Backbreaker Confirm
Buffer dash as you're falling.
Very hard to execute.
Punishable on hit.
No reason to go for this other than for style points.

4S hj.A xx j.S 360 (right before the opponent hits the ground)

j.S Backbreaker Confirm
Corner only.
Safe on hit, leads to okizeme.
Very Stylish.

4S hj.A xx j.S d.5C (right before the opponent hits the ground) xx 360

Midscreen j.S Backbreaker Confirm
d.5C has to hit frame perfect the frame before the opponent hits the ground.
Punishable on hit.
Very Stylish.

j.S (close to the ground) d.2A xx 2S d.2A, 2A, 2A xx 360

Overhead Starter Backbreaker Confirm on Devo
Doll needs to be on the other side of the screen to create a fake corner that will pull Devo towards the super.
Punishable on hit but Doll placement may make it hard for Devo to get a full punish.
Very stylish

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