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

From SuperCombo Wiki

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

623+(any attack) - Teleport move. Goes about 1/2 of the max screen length towards your opponent. Can change sides.

421+(any attack) - Teleport, same as above but goes away from opponent.

63214+(any attack) - Command grab, button used determines delay and distance. If you are Stand on when you use this move, you will be forced to run along with the fool, and Iggy will sleep while the grab hits, otherwise you will be free to move independently and attack seperatly, even while it hits.

charge 4, 6+(any attack) - The fool shoulder tackles forward. Button determines distance. A is under half the max screen length, B is just short of max screen length, C goes entire distance. Iggy stays in place if stand is off, moves with the fool if stand is on.

charge 2, 8+(any attack) - Shoulder tackle but at a 45 degree angle. Iggy moves with the fool if stand is on, stays in place if stand is off.

236+S, The fool appears and swings an arm down. Good priority and speed. Leaves you in stand mode.

Stand on only

In air, 7/8/9 - Iggy flys around, with some directional controls.

While flying, any attack - Iggy drops a sand ball. Attack button determines the arc, A moves a bit forward and up, B moves a little forward, C goes strait down.

In air, 66 or 44 - Air dash.

Super Moves

236+(2 attack buttons) - The fool punches strait up, then makes a big sand wave. Iggy will ride the wave is stand is on when this super is activated, otherwise he will be free to act.

A, A, 6, B, C - Demon super. Moves a short distance before doing an upgraded version of his throw.

214+stand - Tandem attack, think of it as a custom combo, but you have to enter the button inputs during the superflash.

The Basics

Combos

Stand Off

c.B/6+B xx Big Wave/Tandem Attack

Stand On

(j.A/B/C), s.A, s.A, s.B, s.C, C Tackle. Iggys b&b. Skip a s.A if you didn't start point blank to ensure the Tackle Combos.

(j.A/B/C), c.A, c.A, c.B, c.C. Knocks down.

s.A, s.B, Big Wave

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: