X
Movelist
Normals
Stand Off
Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | ||||||||||||
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5 | 2 | 17 | 3 | - | Mid | -6 | -8 | -11 | ||||||||||||
Worthless button. Technically has a slight amount more low profile than 2A but still never worth using.
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Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | ||||||||||||
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10 | 3 | 23 | 6 | - | Mid | -7 | -9 | -17 | ||||||||||||
Not an amazing button, but it has some uses. Notably it has lots of forward movement and decent low profile, which can make it an alternative to 2B in crossunder anti-airs. Outside of that situation, don't use it.
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Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | ||||||||||||
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21 | 2 | 25 | 10 | - | High | 0 | -10 | -23 | ||||||||||||
Grounded overhead. Almost impossible to land in neutral or pressure, since most players won't sit still long enough to land it. Mainly useful in oki as an overhead to mix with 2B. Certain characters can jump out on wakeup, but it's nice on the ones that can't. On hit, combo into 236AA or 63214B. Also quite useful in combos. After tandems, you can combo a 63214B, which adds a lot of damage late into combos. It's also your max damage option to tack on after landing a 236AA.
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Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | ||||||||||||
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10 | 22 | 2 | 9 | - | Mid | -4 | -6 | -24 | ||||||||||||
Very strange 3 hitting normal with specialized use cases. As an anti air, it's very nice against people directly above you. It does pathetic damage, but it's very disjointed and still comes out even on trades, making it very consistent. Make sure they're close to you so it doesn't come out as Far 5C, though. In oki, it's mainly useful to stop people neutral jumping. There's almost no reward meterless, but with meter, it combos into tandem and can even consistently set up tandem unblockables.
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Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | ||||||||||||
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12 | 6 | 10 | 10 | - | Mid | 0 | -2 | -12 | ||||||||||||
The core of Iggy's stand on neutral. A long range, absurdly disjointed poke that functions like a projectile. This button will counterpoke even the best pokes in the game, like Avdol 2C or Ice s.2C. When combined with Iggy's natural low profile, many characters have a very hard time navigating around this move. It doesn't lead to combos on hit, but it leaves you in a nice spot to mix up with another one, [4]6C, or an approaching option. It's also quite weak to jumps, so be careful.
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Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | ||||||||||||
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4 | 4 | 8 | 3 | - | Low | +8 | +6 | +3 | ||||||||||||
Iggy's main button up close. Fast, has a great hitbox, and is Iggy's only normal plus enough to link off of. On hit, you can go into s.5A to complete a combo, and on block it makes for a stellar tick throw.
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Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | ||||||||||||
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6 | 20 | 4 | 7 | - | Low | -8 | -10 | -18 | ||||||||||||
Slide with tons of active frames. Iggy's hurbox shrinks significantly during this move, letting him low profile oth
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