JoJo's Bizarre Adventure: Heritage for the Future/Vanilla Ice/Combos

From SuperCombo Wiki

Combos

NOTE:

When you see 4/6S+A/B/C, it means to turn Stand ON or OFF, and immediately press the attack button right after. This allows you to smoothly continue your combo during the Stand transition.

---

Tandem Attack Overview

Ice’s Tandem Attack is very lenient and can be executed using a variety of inputs. The easiest method is just repeating A > B > C, but you can also use other combinations for similar damage. Even if your ABC sequence isn’t perfect, the tandem will still connect.

Advanced input patterns allow Ice to perform Touch of Death (ToD) combos starting from simple hits like 2A or 663A, making him extremely threatening with meter.

How to Follow Up a Tandem

After landing a tandem, your goal is to stay close and continue pressure. Unless you're in the corner, you’ll want to roll behind the opponent and hit them repeatedly with 5A(or 2A if they’re crouching). You may need to use 665A or walk forward to keep them locked in.

Alternatively, you can use 6B for a similar effect.

In the corner, you'll need to adjust your spacing with 665A, 663A, or simply walk in, since Cream (the Stand) may push the opponent too far from the wall.

Linking from Far Range

If you start a combo from further away, you can use 6B right after the tandem superflash to help bridge the gap. This lets you hit the opponent before the tandem actually starts hitting, making certain conversions possible—for example: 6C xx 214S → 6B → (Tandem hits)

---

Combo Structure Overview

Ice's combos typically follow a starter → tandem → ender format. Many of his combos will feel repetitive because the starter and ender often mirror each other. He has some flexibility, but creativity is limited—especially when the opponent is crouching, as it narrows your options.

---

Important Combo Starters

Use one of these to begin your combo and follow with a Tandem Ender.

- 2A, 2A, 6B/6C xx 214S (ABC xN)

 Basic and reliable starter.

- 663A/665A, 2A, 2A, 6B/6C xx 214S (ABC xN)

 Starts the same combo with a dashing normal.

- 663A, 2A, 2A, 6C, 214C, 663A, 2A, 2A, 6B/6C xx 214S (ABC xN)

 Tight timing between 6C and 214C. One of Ice's optimal but harder combos.

- 663A, 2A, 2A, 6C, 214C, 665A, S+6A → s.6B → s.6C, S+6C xx 214S (ABC xN)

 More advanced combo with extended damage.

- s.2B, s.2C, S+6B/6C xx 214S (ABC xN)

 Good Stand ON starter. Can require a follow-up 6B depending on distance. Requires plinking S and B while holding 6.

- s.2B, s.2C, S+2C

 Easy knockdown if you’re out of range or low on meter.

- 665C (3 hits) xx 214S (ABC xN)

 Decent for closing distance, but pushes the opponent away. You may need a follow-up dash or 6B.

- 665C (3 hits), 2A, 6B xx 214S (ABC xN)

 Variation if you’re close enough to land 2A after 665C.

---

Tandem Enders

Use these after your tandem ends to finish the combo.

- ... → 2A, 2A (walk cancel) → 2C

 Simple ender that gives a knockdown and sets up oki. For walk cancel: hold 3 during 2As, then go to 6, then back to 3 and press C.

- ... → 2A, 2A, S+6A → s.5B → s.5C xx 236AA

 Adds more damage with meter, but less consistent knockdown.

- ... → 665A/663A, 2A, S+6A → s.6B → s.6C, S+6C xx 236AA

 More technical, requires transitions between Stand OFF and ON.

- ... → 2A, 2A, 6C, 214C, 663A, 2A, 2A, 6C xx 236AA or walk cancel into 2C

 Can end with super or 2C depending on your goal.

- ... → 2A, 2A, 6C, 214C, 665A, S+6A → s.6B → s.6C, S+6C xx 236AA or 2C

 Extended version of the above for better damage.

Note:

Against characters with fast wakeup, prefer ending with 2C for oki. The 236AA ender may not give enough knockdown time to run unblockables.

---

Combo Extension Tips

Note:

- [attack] means **hold** the attack button. - ]attack[ means **release** the attack button (negative edge).

These are for squeezing out extra damage from your BnBs.

---

BnB Extension Examples

From 2A: 2A → 6[C] → 214]C[ → 662A → 2A → 2A → ... Works as an extension after a starter or tandem ender.

- Note: 6[C] → 214]C[ uses negative edge. - Alternative: You can do 6C → 214B instead if you prefer.

From 2A: 2A → 6[C] → 214]C[ → 665A → 6S+A → s.5B → s.6C → ...** Another extension option after starter or ender for more damage.

---

Visual Guide

New Universal Optimal BnBs

Older Version (BBC Basic Combos Remastered)

TOD Combo

Stand Crash Stuff

Sidenote It's important to always go stand off and go for 6c into BnB/tandem.

Dont waste the opportunity of wiping a huge chunk of health all due to a single stand crash.


Nao Tandem

The Nao Tandem is the most optimal tandem for Vice as it requires pressing ABC and 214x as fast as possible during the tandem flash. The more reps you do, the more damage you'll get in your combo. However, with the upside of having a high rep count, it'll become harder to follow up with. By doing the 214x inputs in the latter half of the tandem flash, it becomes a bit easier to predict when the tandem will end. I highly recommend practicing your reaction time because it not only pays off in massive damage, but also in making huge comebacks by killing opponents in one combo.


Nao Tandem starts at 1:30

Nao Enders

Here are some notable enders when doing this tandem:


Enders From The Video

  • 2A>2A>6Cxx214C>665A>S+6ABC>S+6Cxx236aa


His basic follow ups also work


662A>2A>2A>2C


  • 662A>2A>2A>6Cxx236aa


  • 2A>6Cxx214C>662A>2A>2A>6Cxx236aa

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