JoJo's Bizarre Adventure: All-Star Battle R/Iggy

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Introduction

Insert character introduction here.

  • Movement: Iggy possesses several movement options, such as a fast run speed, the ability to run backwards, and airdashes.
  • Aerial Chain Beat: While in Stand Off, Iggy can chain his aerial attacks, allowing him to have different combos and confirms.
  • You callin' me tiny?!: Due to his extremely short size, Iggy is subjected to certain universal mechanics in different ways that most characters.
Playstyle
JJASBR Iggy Small Icon.png Iggy is a Stand character who utilizes his short size to ambush and overwhelm the opponent.
Pros Cons
  • Potent Offense: While in Stand On, Iggy possesses solid normals in general. He is also able to jump-cancel most of his grounded normals, granting him unique conversions and mixups.
  • Throw Resistance: Although at the cost of taking White Damage, Iggy's ability to automatically escape universal Throws grants him a unique immunity to Throw-based oki.
  • Versatile Movement: With one of the fastest dash speeds in the game, the ability to run backwards, and various airdash types, Iggy is very good at choosing his spots and closing the distance.
  • Low Health: Iggy is tied for the lowest health in the game, making it very easy for the opponent to deal devastating damage to him for just catching him once.
  • Bite-Sized: Iggy's short size grants abysmal range to his non-Stand attacks. While Stand On makes Iggy gain significantly more range, it also increases his hurtbox, making him easier to hit.
  • Made of Glass: Uniquely, Iggy takes chip damage from blocking normals while in Stand Off. Combined with being unable to recover Guard Gauge in this mode, and his actual defensive maneuver costing him meter, blocking in general is incredibly punishing.

You callin' me tiny?!

Iggy is the absolute smallest character in the game while in Stand Off, allowing him to dodge several attacks but also hindering his range. Because Iggy is so short, however, he is subjected to specific rules for certain universal mechanics:

  • Iggy automatically escapes universal Throws; in return, he takes the Throw's damage as White Damage.
  • While in Stand Off, Iggy takes chip damage from normals, and his Guard Gauge will not recover.
  • While in Stand On, Iggy is able to jump-cancel most of his grounded normals.

Stats

Style Health Low Health Mode Hashtag(s)
Stand 800 Rumble #ASBR_IGG
#ASBR_IGY

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

5L
5L
JJASBR Iggy 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
8 Mid 4 - - -6 -2

Iggy pushes with his front legs.

  • Iggy's fastest button, as well as his only 4f attack.
  • Very short range, but moves Iggy forward slightly.
5M
5M
JJASBR Iggy 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
22 (10, 12) Mid 6(3)1 - - -4 0

Iggy lunges forward into 2 quick bites.

  • A multi-hit move with more forward momentum than 5L.
  • Good as a punish when 5L would normally whiff.
5H
5H
JJASBR Iggy 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Mid 14 - - -12 -6

Iggy summons The Fool to swing its arm upwards.

  • Iggy's slowest normal, but compensates with good reach.
  • Capable of stuffing out most grounded approaches.
2L
2L
JJASBR Iggy 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
8 Low 6 - - -2 +2

Iggy pokes with his front leg.

  • A small, low aimed poke.
  • Very little reach, but good on hit and block.
  • Can occasionally whiff after jumping in with air normals.
2M
2M
JJASBR Iggy 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Low 6 - - 0 +4

Iggy quickly turns around and kicks behind him.

  • Has very good numbers on hit or block, but also has large pushback.
2H
2H
JJASBR Iggy 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 Low 12 - - -8 HKD

Iggy summons The Fool, who attacks with an arm swipe.

  • Causes hard knockdown.
  • A great sweep with decent pushback on block.
  • Universal ender following 236L/M/H.
JL
j.L
JJASBR Iggy Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Overhead 8 - - - -

Iggy attacks with a shoulder drop.

  • An OK air-to-air option.
  • Fast, but has low hitstun.
  • Works best using Aerial Chain Beat, following up with j.M.
JM
j.M
JJASBR Iggy Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Overhead 10 - - - -

Iggy attacks downwards with his hind legs.

  • Very high hitstun.
  • Commonly used after an Aerial Chain Beat j.L.
JH
j.H
JJASBR Iggy Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 Overhead 10 - - - -

Iggy summons The Fool to attack with a two-handed, downwards swipe.

  • A large hitbox that has good damage and hitstun.
  • Slow and prone to whiffing up close when jumping forward.

Special Moves

44
Way to run!
4[4]
JJASBR Iggy 44 Hold.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Iggy runs away from the opponent.

  • Slower speed than running forward.
J66-J44
Hang Glider
j.6[6] / j.4[4]
JJASBR Iggy Jump 66.png
Forward
Forward
JJASBR Iggy Jump 44.png
Back
Back
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Forward - - - - - Total XX -
Back - - - - - Total XX -

Iggy summons The Fool, who sprouts glider wings made of sand and slowly carries Iggy through the air.

  • Iggy and The Fool descend slowly on their own.
  • Can be canceled into, as well as interrupted with aerial normals.
236X
A "nasty" habit
236L/M/H (Air OK)
JJASBR Iggy 236X (1).png
JJASBR Iggy 236X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 50 (5, 20*2, 5) Mid 16 - - -30 Crumple
Medium 50 (5, 20*2, 5) Mid 20 - - -40 Crumple
Heavy 50 (5, 20*2, 5) Mid 24 - - -44 Crumple

Iggy jumps towards the opponent, aiming at their head. If he connects, he'll chew on their hair and fart on their face before jumping off.

  • The version used affects the distance Iggy covers.
  • Causes crumple on a successful hit.
  • This is a hitgrab.
  • The trajectory followed by Iggy during this move depends on his current location:
    • For the grounded versions, Iggy leaps in an upwards arc.
    • For the aerial versions, Iggy descends in a downwards arc.

L version:

  • Has the shortest range, reaching about a character away.
  • When used in the air, Iggy barely moves from his position.

M version:

  • Longer range, reaching 1/3 of the screen.
  • When used in the air, Iggy moves very slighty further than with the L version.

H version:

  • The longest range, reaching short of midscreen.
  • When used in the air, Iggy moves very slighty further than with the M version.
214X
DIO Doppelganger
214L/M/H
JJASBR Iggy 214X (1).png
Attack
Attack
JJASBR Iggy 214X (2).png
Second part of the H version
Second part of the H version
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 30 (10, 20) Mid 6(25)1 - - 0 Crumple/KD
Medium 40 (10, 30) Mid 8(27)1 - - -14 Crumple/KD
Heavy 100 (10, 30*2, 15*2) Mid 10(27)1(1)1(29)1(1)1 - - -10 Crumple/HKD

Iggy, through The Fool, generates a sand clone of DIO that rushes forward to attack before dispersing.

  • The amount of attacks performed by the sand clone depends on the version used.
  • There's a gap between the first two hits which can be exploited to punish Iggy, should the first hit be blocked.

L version:

  • Shortest range.
  • This version has the clone attack twice.
  • The first hit causes crumple.
  • The second and third hits launch on hit.

M version:

  • Longer range than the Light version.
  • The first hit causes crumple.
  • The second and third hits launch on hit.
  • This version has the clone attack twice.

H version:

  • Longest range of all versions.
  • This version has the clone attack three times.
  • The first hit causes crumple.
  • The second and third hits launch the opponent.
  • The fourth and fifth hits launch the opponent and cause hard knockdown.
  • In addition to the gap between the first 2 hits, there is another big gap between the 3rd and 4th hits.

Stand On

Normal Moves

Stand 5L
5L
JJASBR Iggy Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
10 Mid 6 - - 0 +4

The Fool pokes with a punch.

  • A standard poke with decent range.
  • Important tool in longer Stand On combos.
Stand 5M
5M
JJASBR Iggy Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Mid 8 - - -2 +2

The Fool does a fast, sweeping arm swing.

  • A great poking tool.
  • Great reach and recovery.
Stand 5H
5H
JJASBR Iggy Stand 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 Mid 12 - - -8 -2

The Fool slams downwards.

  • Generally used as combo filler.
  • A little slow, but can hit opponents high up.
Stand 2L
2L
JJASBR Iggy Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
10 Low 8 - - -2 +2

The Fool attacks at the legs with a hook.

  • Slow but necessary low.
  • Hits farther than 5L.
  • The only Stand On normal that is not jump-cancelable.
Stand 2M
2M
JJASBR Iggy Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Mid 6 - - -2 +2

The Fool performs an upwards swing.

  • Mostly similar to s.5M, but with less reach.
  • Has a high vertical hitbox.
Stand 2H
2H
JJASBR Iggy Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 Low 12 - - -8 HKD

The Fool crouches down and sweeps ahead at a large distance.

  • Causes hard knockdown.
  • Longest reaching normal and a great sweep.
Stand JL
j.L
JJASBR Iggy Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Overhead 8 - - - -

The Fool jabs in front.

  • Primary air-to-air while in Stand On.
  • Used primarily in airdash combos.
Stand JM
j.M
JJASBR Iggy Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 (8*4) Mid 10(1)1(3)1 - - - -

The Fool attacks with its tires.

  • A multi-hitting aerial with very high hitstun, allowing for combos following an IAD s.jM.
  • s.jM > s.5L/s.5M/s.2M are all gapless on block.
Stand JH
j.H
JJASBR Iggy Stand Jump H (1).png
JJASBR Iggy Stand Jump H (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 (18*2) Overhead 10(7)1 - - - -

The Fool swings its arms downwards, one after the other.

  • The 2nd attack has high hitstun.
  • Changes Iggy's jump arc by causing him to float momentarily.
  • Gives a lot of forward momentum when performed out of an airdash.

Special Moves

Stand J66
Hang Glider
j.6[6]
JJASBR Iggy Jump 66.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - Total XX - -

The Fool sprouts glider wings made of sand, slowly carrying Iggy through the air.

  • Can be canceled into, as well as interrupted with aerial normals.
  • Does not descend slowly on its own, unlike the Stand Off versions.
Stand 236X
The Fool
236L/M/H
JJASBR Iggy Stand 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 55 (10, 45) Mid 8 - - -14 KD
Medium 70 (10*2, 50) Mid 10 - - -24 KD
Heavy 85 (10*3, 55) Mid 12 - - -30 Groundbounce

The Fool rushes forward in a shoulder charge before returning to Iggy.

  • The distance covered, as well as the number of hits, change with the version used.
  • Stand Rush-compatible.
  • Has an unnaturally early Flash Cancel window.

L version:

  • Shortest distance.
  • Launches the opponent away on hit.

M version:

  • Longer distance than the L version.
  • Launches the opponent away on the final hit.
  • Each hit can be Flash Canceled individually.

H version:

  • Longest distance.
  • Launches the opponent away on the final hit, which then transitions into a groundbounce.
  • Each hit can be Flash Canceled individually.
Stand 214X
Get outta here!
214L/M/H
JJASBR Iggy Stand 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 40 Mid 8 - - -8 HKD
Medium 50 (25*2) Mid 10(1)1 - - -10 HKD
Heavy 75 (25*3) Mid 12(1)1(1)1 - - -22 HKD

The Fool delivers an upward strike with its two arms.

  • Number of hits changes with the version used.
  • Launches on hit and causes a hard knockdown.
  • Reflects non-HHA/GHA projectiles.
  • Stand Rush-compatible.

L version:

  • The fastest version, both in terms of startup and recovery.

M version:

  • Intermediate startup and recovery.

H version:

  • The slowest version, both in terms of startup and recovery.
Stand 22X
Too easy!
22L/M/H
JJASBR Iggy Stand 22X (1).png
JJASBR Iggy Stand 22X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light - - 8 - - - -
Medium - - 6 - - - -
Heavy - - 4 - - - -
Attack
Ha ha, sucker!
60 Mid - - - - KD

The Fool cloaks itself around Iggy. If the opponent hits Iggy while in effect, The Fool bursts from sand, protecting Iggy and harming the opponent.

  • The startup and recovery depend on the version used.
  • Launches opponents away on a successful activation.
    • Iggy can Flash Cancel on a successful activation, allowing him to convert into a combo.
  • Forces Iggy out of Stand On if not successfully activated.

L version:

  • The slowest startup with the least recovery.

M version:

  • A middle of the pact between startup and recovery.

H version:

  • The fastest startup with the most recovery.

System Mechanics

Throw
Throw
Get your ass in gear!
5/4 + Any Two Attack Buttons
JJASBR Iggy Throw (1).png
JJASBR Iggy Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
85 Throw 6 - - - -

The Fool holds the opponent down as Iggy jumps off of the Stand to kick them away with all four of his legs.

  • By far the least damaging universal Throw in the game.
  • Leaves opponents relatively close to Iggy.
  • Both Throws are identical aside from direction.
Assist
Assist
The Fool
JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR Iggy Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
85 (10*3, 55) Mid - - - - Groundbounce

Iggy summons The Fool, who rushes forward in a shoulder charge.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on s.236H
  • Launches the opponent away on the final hit, which then transitions into a groundbounce.
5S
Stand On/Off
5S
JJASBR Iggy Stand On.png
Stand On
Stand On
JJASBR Iggy Stand Off.png
Stand Off
Stand Off
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

(Un)Summons The Fool, altering Iggy's moveset and abilities.

4S
Sand Dome
4S or 1S
JJASBR Iggy 4S.png
The literal lifeline
The literal lifeline
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Iggy uses The Fool to block attacks by turning it into a hard dome made of sand.

  • Costs 0.3 HH Gauge; can hold to extend at the cost of draining the HH Gauge.
  • When used in a neutral state, the input buffer for this move is highly specific: 4/1 and S must be pressed at the same time; holding 4/1 before pressing S (or viceversa) will not work.
  • Can be used while Iggy is already blocking. Only in this specific instance, Iggy is allowed to hold 4/1 before pressing S.
  • While active, Iggy will not take Chip Damage or Guard Damage, and will automatically defend against all attack attributes, including Unblockable attacks (except for Risotto's "Control iron within 5-10 meters").

Heart Heat Attack

Surround 'em!
236 + Any Two Attack Buttons
JJASBR Iggy HHA (1).png
JJASBR Iggy HHA (2).png
JJASBR Iggy HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
142 (12+130) Mid 2+12 - - - Groundbounce

Iggy, through the Fool, creates a wave of sand. If it connects, The Fool manifests and lifts the opponent high into the air before forcefully piledriving them into the ground as Iggy wakes up from a brief nap.

  • Can hit OTG.

Great Heat Attack

Serves you right!
236L+M+H
JJASBR Iggy GHA (1).png
JJASBR Iggy GHA (2).png
JJASBR Iggy GHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
348 (60+24+6*10+24*4+108) Mid 2+26 - - - Groundbounce

The Fool generates a massive sand wave in a large area in front of Iggy. If it connects, the opponent is sent into the air as The Fool manifests itself and heavily assaults the opponent, before Iggy himself bursts out of the Stand, diving towards the opponent from above and biting them on the nose.

  • Has an alternate animation if Iggy is using his "Special A" costume.

Costumes

Normal

Normal (Color 1)
Normal (Color 2)
Normal (Color 3)
Normal (Color 4)

Special

Special A (Color 1)
Special A (Color 2)

Stand

The Fool (Color 1)
The Fool (Color 2)

Navigation

General
FAQ
Controls
Stages
HUD
System
Esoterics
Character Data
Patch Notes
Glossary
JJASBR Part 1 Emblem.png
Phantom Blood
Jonathan
Zeppeli
Speedwagon
Dio Brando
JJASBR Part 2 Emblem.png
Battle Tendency
Joseph
Caesar
Lisa Lisa
Stroheim
Wamuu
Esidisi
Kars
JJASBR Part 3 Emblem.png
Stardust Crusaders
Jotaro (Part 3)
Old Joseph
Avdol
Kakyoin
Polnareff
Iggy
Hol Horse
Mariah
Pet Shop
Vanilla Ice
DIO
JJASBR Part 4 Emblem.png
Diamond is Unbreakable
Josuke (Part 4)
Jotaro (Part 4)
Koichi
Okuyasu
Yukako
Rohan
Shigechi
Yuya
Keicho
Akira
Kira
Kosaku
JJASBR Part 5 Emblem.png
Vento Aureo
Giorno
Bucciarati
Mista
Narancia
Fugo
Trish
Abbacchio
Prosciutto
Ghiaccio
Risotto
Diavolo
JJASBR Part 6 Emblem.png
Stone Ocean
Jolyne
Ermes
Foo Fighters
Anasui
Weather
Pucci (WS)
Pucci (Final)
JJASBR Part 7 Emblem.png
Steel Ball Run
Johnny
Gyro
Diego
AW Diego
Valentine
JJASBR Part 8 Emblem.png
JoJolion
Josuke (Part 8)
Wonder of U
Baoh the Visitor
Baoh