Capcom vs SNK 2/Iori: Difference between revisions

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[[Image:Ioristance.gif|right]]
== Introduction ==
= Introduction =
Iori is a very versatile character whose moveset lends him to a rush-down/mixup style with damage mainly coming from his Rekka combos. Coupled with that, he has very serviceable pokes, good anti air, and a good reversal DP for use in defense and neutral situations.  He also has one of the best poke RCs in the game with his Rekka, is the shortest character in the game, and has the best roll in the game.


His drawbacks are getting in against dominant "big button" characters (Sagat, Blanka, Cammy, etc), a relatively low ceiling of one shot burst damage (his supers aren't very strong), and characters who duck and outpoke his Stand Roundhouse.  
== Data ==
{| class="wikitable"
|-
| Health || 14000||  || Just Below Average
|-
| Stun || 70|| || Average
|-
| Stun Duration || +60f || || Poor
|-
| Guard Guage Recovery Rate || Fast Type || || Best
|-
| Dash Length || 102 pixels|| ||
|-
|  Dash Duration|| || ||
|-
|  Dash Height|| 0|| || Grounded
|-
| Run Speed || 7.4|| || Average
|-
| Roll Distance || 132 pixels || ||
|-
| Roll Duration || 27f || ||
|-
| Recovery Frames || 3f ||  || Best
|-
| Wakeup Speed compared to Ryu || 0f ||  || Average


In CvS2, he is often considered a "high" tier character, just below the established top tiers. He is a staple on N groove teams, as well as one of the Best SNK characters in the game. Conventional wisdom is that he is one of the easiest characters to use, and recent Japanese tourney play features him on two of the best players' teams. In C and A grooves, even.
|}
 
== Overview & General Gameplan ==
[[File:Iori_CvS2_colors.png]]
== Normal Moves ==
=== Basic Stats ===
=== Far Standing Normals ===
 
===== <span class="invisible-header">5LP</span> =====
*Health at Ratio 2= 14000(Below Average, Median Health is 14400)
{{MoveData
| name    = Stand Jab
| input    = 5LP 
| subtitle = {{NotationIcon-Capcom|LP}}
| image    = CVS2_Iori_5lp.png
| caption  = Light Punch
| linkname = 5LP
| data  =
{{AttackData-CvS2
  | version    =  
  | subtitle    = {{NotationIcon-Capcom|LP}}
  | damage      = 300
  | stun        = 4
  | cancel      = RF/SP/SU
  | guard      = H/L
  | parry      = H/L
  | startup    = 2
  | active      = 4
  | recovery    = 8
  | total      = 14
  | advHit      = +5
  | advBlock    = +5
  | invul      =
  | description =  
* While sharing almost the exact same traits as the close jab, the standing jab doesn't have that many tactical uses; You're too far away to tick into throws, and Iori's walking speed is too slow for repeated walk up jabs to set up anything threatening. If you're at this range hit low strong instead.
}}
}}


*Stun Bar= 70 (Average)
===== <span class="invisible-header">5LP</span> =====
{{MoveData
| name    = Stand Strong
| input    = 5MP 
| subtitle = {{NotationIcon-Capcom|MP}}
| image    = CVS2_Iori_5mp.png
| caption  = Medium Punch
| linkname = 5MP
| data  =
{{AttackData-CvS2
  | version    =
  | subtitle    =  {{NotationIcon-Capcom|MP}}
  | damage      = 800
  | stun        = 8
  | cancel      = SP/SU
  | guard      = H/L
  | parry      = H
  | startup    = 7
  | active      = 3
  | recovery    = 25
  | total      = 35
  | advHit      = -5
  | advBlock    = -5
  | invul      =
  | description =
*This move has the special property of being able to chain into Iori's f+strong. There's only one instance in which I use this move, and that's to combo after a connected Scum Gale. Even though it's a far reaching bufferable move, buffering into fireballs is not safe, and the move itself leaves much to be desired in terms of priority and speed. It reaches farther than the f+strong, but at that distance a fierce rekka ken will completely miss. Needless to say, a whiffed rekka ken will lead to a lot of hurt.
}}
}}


*Stun Duration Time= + 60f (poor)
===== <span class="invisible-header">5HP</span> =====
{{MoveData
| name    = Stand Fierce
| input    = 5HP 
| subtitle = {{NotationIcon-Capcom|HP}}
| image    = CVS2_Iori_5hp.png
| caption  = Heavy Punch
| image2    = CVS2_Iori_5hp_1.png
| caption  = Heavy Punch
| linkname = 5HP
| data  =
{{AttackData-CvS2
  | version    =
  | subtitle    =  {{NotationIcon-Capcom|HP}}
  | damage      = 1300/1400
  | stun        = 13/14
  | cancel      = SP/SU (1st part only)
  | guard      = H/L
  | parry      = H
  | startup    = 7
  | active      = 5
  | recovery    = 26
  | total      = 38
  | advHit      = -5
  | advBlock    = -5
  | invul      =
  | description =
* Reading on the left of the commas refer to when Iori's head is going OUT. Reading on the right refers to when Iori's head is going UP.


*Guard Guage Recovery Rate: Fast Type
This move doesn't really have much tactical use since the distance to get the bufferable version of the fierce is really specific. However, the bufferable version happens to be Iori's most damaging bufferable move, and there's ONE useful set up to get it shown below (see Running Grab).
}}
}}


*Crouching height= 60 (Shortest in game w/ athena and maki. If it can be crouched, Iori can crouch it)
===== <span class="invisible-header">5LK</span> =====
{{MoveData
| name    = Stand Short
| input    = 5LK 
| subtitle = {{NotationIcon-Capcom|LK}}
| image    = CVS2_Iori_5lk.png
| caption  = Light Kick
| linkname = 5LK
| data  =
{{AttackData-CvS2
  | version    =
  | subtitle    =  {{NotationIcon-Capcom|LK}}
  | damage      = 500
  | stun        = 5
  | cancel      = SU
  | guard      = H/L
  | parry      = H/L
  | startup    = 6
  | active      = 6
  | recovery    = 8
  | total      = 20
  | advHit      = +3
  | advBlock    = +3
  | invul      =
  | description =
* AKA "kickin 'em to da curb". Other than randomly whiffing it every now and then as a fake fireball, the only use for this move I have is for combos. See combo section.
}}
}}


*Dash: Length= 102pixels, Duration= ??f, Height= 0 (Cannot corpse hop and hop ground fireballs)
===== <span class="invisible-header">5MK</span> =====
{{MoveData
| name    = Stand Forward
| input    = 5MK 
| subtitle = {{NotationIcon-Capcom|MK}}
| image    = CVS2_Iori_5mk.png
| caption  = Medium Kick
| linkname = 5MK
| data  =
{{AttackData-CvS2
  | version    =
  | subtitle    =  {{NotationIcon-Capcom|MK}}
  | damage      = 1000
  | stun        = 10
  | cancel      = SU
  | guard      = H/L
  | parry      = H/L
  | startup    = 6
  | active      = 3
  | recovery    = 26
  | total      = 35
  | advHit      = -6
  | advBlock    = -6
  | invul      =
  | description =
* I probably don't use this move as much as I should. It's quick, has surprising range, and even more surprising priority. I'd use it against characters that can crouch the standing roundhouse if you can get into the range to use it.


*Run Speed= 7.4 (Average)
6/13/03 - Some Japanese players like to punish whiffs with s.forward into super, but I find that whenever I bait a whiff I'm too far away to hit with a s.forward. I just do a low/standing roundhouse instead. I also noticed that Japanese players have set-ups for COUNTER HIT s.forward and buffer the super on reaction, but to me that's in-humanly difficult (the window to buffer is 3 frames long, 1/20th of a second). That super isn't one that you want to have blocked.  }}
}}


*Roll: 132 Distance, 27f invincible, 2f Recovery. (Tied for best in game w/ Kim,King, Athena)
===== <span class="invisible-header">5HK</span> =====
{{MoveData
| name    = Stand Roundhouse
| input    = 5HK
| subtitle = {{NotationIcon-Capcom|HK}}
| image    = CVS2_Iori_5hk_1.png
| caption  = Heavy Kick
| image2    = CVS2_Iori_5hk_2.png
| caption  = Heavy Kick
| linkname = 5HK
| data  =
{{AttackData-CvS2
  | version    =
  | subtitle    =  {{NotationIcon-Capcom|HK}}
  | damage      = 1300
  | stun        = 13
  | cancel      = X
  | guard      = H/L
  | parry      = H/L
  | startup    = 9
  | active      = 7
  | recovery    = 22
  | total      = 38
  | advHit      = -2
  | advBlock    = -2
  | invul      =
  | description =
* Iori's best poke by far, despite having the distinction of being one of Iori's two crouchable moves. Any character bigger than a shoto is fair game, however. You can use it fairly liberally against the characters that cannot crouch it to slowly drain their guard meter and entice them into making a mistake that will get you the all-important knockdown Iori needs to get in. Be aware, though, that the move is not safe against a fast roll and that Sagat can punish you hard with a standing fierce into super if you whiff it.
* Crouchable by half the cast (every female character, Ryo, shotos, Rolento, Haohmaru, Vega, Yun, Kim, Rock, Iori)
*  Treat this move like a budget Sakura or Yamazaki stand RH (yama speed/damage, but -2 instead of +2 on block)
}}
}}


*Wakeup-Speed compared to Ryu= 0f (Average)
=== Close Standing Normals ===
===== <span class="invisible-header">cl5LP</span> =====
{{MoveData
| name    = Close Stand Jab
| input    = cl5LP 
| subtitle = Close {{NotationIcon-Capcom|LP}}
| image    = CVS2_Iori_CL_5lp.png
| caption  = Close Light Punch
| linkname = cl5LP
| data  =
{{AttackData-CvS2
  | version    =
  | subtitle    =  Close{{NotationIcon-Capcom|LP}}
  | damage      = 400
  | stun        = 4
  | cancel      = RF,SP,SU
  | guard      = H/L
  | parry      = H/L
  | startup    = 2
  | active      = 4
  | recovery    = 6
  | total      = 12
  | advHit      = +7
  | advBlock    = +7
  | invul      =
  | description =
*  
Iori's close jab is very useful for many reasons:
#) Comes out in 2 frames, making it Iori's fastest move. 2 frames are as fast as moves get in CvS2 with the exception of Zangief's SPD, which is the only 1 frame move in the game. So what does this mean? Whenever you're in a situation where you have to mash a move, such as trying to avoid a throw, this is the move to mash.
#) +7 advantage, also the most out of any of Iori's moves. 7 frames is a fairly huge advantage as far as CvS2 goes, meaning most links afterwards are brain-dead easy if the jab hits, and if blocked you have ample time to set up stuff safely like walk up to your opponent again and get another close jab. A perfectly timed close jab tick into Scum Gale (8 frames) is very difficult to reverse by jabs or throws. All tick throws can be escaped by jumps, however.
#) At 400 damage, it's the most damaging out of all of Iori's weak attacks that can be chained together.


=== Preferred Grooves ===
}}
Roll Canceling Iori's rekka is critical to effective play, and Iori's run sets up post Rekka mixups well, so Iori's best groove is N. However, he is also extremely threatening in A and C grooves. Iori is also a strong P Groove candidate. 
}}


===='''C Groove-'''====
===== <span class="invisible-header">cl5MP</span> =====
{{MoveData
| name    = Close Stand Strong
| input    = cl5MP 
| subtitle = Close {{NotationIcon-Capcom|MP}}
| image    = CVS2_Iori_CL_5mp.png
| caption  = Medium Punch
| linkname = cl5MP
| data  =
{{AttackData-CvS2
  | version    =
  | subtitle    =  Close{{NotationIcon-Capcom|MP}}
  | damage      =
  | stun        =
  | cancel      =
  | guard      =
  | parry      =
  | startup    =
  | active      =
  | recovery    =
  | total      =
  | advHit      =  
  | advBlock    =  
  | invul      =
  | description =  
* Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
}}
}}


Advantages-  
===== <span class="invisible-header">cl5HP</span> =====
   
{{MoveData
*Level 2 Cancels- While nothing to write home about, Iori's Level 2 Maiden Masher-> Fierce DP is extremely efficient use of meter for the damage it does. His level 2 maiden masher->wine cups, jump in combo can leave opponents 1 hit away from stun.  
| name    = Close Stand Fierce
| input    = cl5HP  
| subtitle = Close {{NotationIcon-Capcom|HP}}
| image    = CVS2_Iori_CL_5hp_1.png
| caption  = Heavy Punch
| image2    = CVS2_Iori_CL_5hp_2.png
| caption  = Heavy Punch


*Delayed Get-up- Unpunishable method to mess with setup/safejumps.  
| linkname = cl5HP
| data  =
{{AttackData-CvS2
  | version    =
  | subtitle    =  Close{{NotationIcon-Capcom|HP}}
  | damage      = 1200, 1100
  | stun        = 12, 11
  | cancel      = SP/SU, SU
  | guard      = H/L
  | parry      = H
  | startup    = 3
  | active      = 6
  | recovery    = 24
  | total      = 33
  | advHit      = 0
  | advBlock    = 0
  | invul      =
  | description =
*  For the commas above, the reading on the left refers to the first portion of the fierce, where Iori's fist is around his waist level. The second reading refers to when Iori's fist is over his head.


*Roll Cancels
Outside of combos, the main use for this move is for anti-cross ups. Close roundhouse is your main anti-cross up, but you'll want to use close fierce against characters with bigger jumps like Blanka.
}}
}}


*Air Block- Iori's probably not going to be jumping much anyway, but hey.  
===== <span class="invisible-header">cl5LK</span> =====
{{MoveData
| name    = Close Stand Short
| input    = cl5LK 
| subtitle = Close {{NotationIcon-Capcom|LK}}
| image    = CVS2_Iori_CL_5lk.png
| caption  = Light Kick
| linkname = cl5LK
| data  =
{{AttackData-CvS2
  | version    =
  | subtitle    =  Close{{NotationIcon-Capcom|LK}}
  | damage      =
  | stun        =
  | cancel      =
  | guard      =
  | parry      =
  | startup    =
  | active      =
  | recovery    =
  | total      =
  | advHit      =
  | advBlock    =
  | invul      =
  | description =
* Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.  
}}
}}


*Guard Cancel/Alpha Counter- Pretty useful, and Iori's is his DP.
===== <span class="invisible-header">cl5MK</span> =====
{{MoveData
| name    = Close Stand Forward
| input    = cl5MK 
| subtitle = Close{{NotationIcon-Capcom|MK}}
| image    = CVS2_Iori_CL_5mk.png
| caption  = Medium Kick
| linkname = cl5MK
| data  =
{{AttackData-CvS2
  | version    =
  | subtitle    =  Close{{NotationIcon-Capcom|MK}}
  | damage      =
  | stun        =
  | cancel      =
  | guard      =
  | parry      =
  | startup    =
  | active      =
  | recovery    =
  | total      =
  | advHit      =
  | advBlock    =
  | invul      =
  | description =
* Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. }}
}}


*Stored Level 3s or 2->1  
===== <span class="invisible-header">cl5HK</span> =====
{{MoveData
| name    = Close Stand Roundhouse
| input    = cl5HK
| subtitle = Close{{NotationIcon-Capcom|HK}}
| image    = CVS2_Iori_CL_5hk.png
| caption  = Heavy Kick
| linkname = cl5HK
| data  =
{{AttackData-CvS2
  | version    =
  | subtitle    =  Close{{NotationIcon-Capcom|HK}}
  | damage      =
  | stun        =
  | cancel      =
  | guard      =
  | parry      =
  | startup    =
  | active      =
  | recovery    =
  | total      =
  | advHit      =
  | advBlock    =
  | invul      =
  | description =
* Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
  }}
}}


Disadvantages-
=== Crouching Normals ===
*His dash is just meh. Also it's not run.
===== <span class="invisible-header">2LP</span> =====
*No Low Jump means you probably won't be jumping at all.
{{MoveData
| name    = Crouching Jab
| input    = 2LP 
| subtitle = [[File:2.gif]]{{NotationIcon-Capcom|LP}}
| image    = CVS2_Iori_2lp.png
| caption  = Crouching Light Punch
| linkname = 2LP
| data  =
{{AttackData-CvS2
  | version    =
  | subtitle    = 
  | damage      =
  | stun        =
  | cancel      =
  | guard      =
  | parry      =
  | startup    =
  | active      =
  | recovery    =
  | total      =
  | advHit      =
  | advBlock    =
  | invul      =
  | description =
* Because this version is 1 hit and has a lot of lower invincibility (not to mention lower recovery), it's best used in the neutral game or when the opponent is far from Iori.
}}
}}


===='''A Groove-'''====
===== <span class="invisible-header">2MP</span> =====
{{MoveData
| name    = Crouching Strong
| input    = 2MP 
| subtitle = [[File:2.gif]]{{NotationIcon-Capcom|MP}}
| image    = CVS2_Iori_2mp.png
| caption  = Medium Punch
| linkname = 2MP
| data  =
{{AttackData-CvS2
  | version    =
  | subtitle    = 
  | damage      =
  | stun        =
  | cancel      =
  | guard      =
  | parry      =
  | startup    =
  | active      =
  | recovery    =
  | total      =
  | advHit      =  
  | advBlock    =  
  | invul      =
  | description =  
* Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
}}
}}


Advantages-
===== <span class="invisible-header">2HP</span> =====
{{MoveData
| name    = Crouching Fierce
| input    = 2HP 
| subtitle = [[File:2.gif]]{{NotationIcon-Capcom|HP}}
| image    = CVS2_Iori_2hp.png
| caption  = Heavy Punch
| linkname = 2HP
| data  =
{{AttackData-CvS2
  | version    =
  | subtitle    = 
  | damage      =
  | stun        =
  | cancel      =
  | guard      =
  | parry      =
  | startup    =
  | active      =
  | recovery    =
  | total      =
  | advHit      =
  | advBlock    =
  | invul      =
  | description =
* Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
}}
}}


*Guard Crush custom (it's hard, but most Alpha Counters will lose to it)
===== <span class="invisible-header">2LK</span> =====
{{MoveData
| name    = Crouching Short
| input    = 2LK 
| subtitle =  [[File:2.gif]]{{NotationIcon-Capcom|LK}}
| image    = CVS2_Iori_2lk.png
| caption  = Crouching Light Kick
| linkname = 2LK
| data  =
{{AttackData-CvS2
  | version    =
  | subtitle    =
  | damage      =
  | stun        =
  | cancel      =
  | guard      =
  | parry      =
  | startup    =
  | active      =
  | recovery    =
  | total      =
  | advHit      =
  | advBlock    =
  | invul      =
  | description =
* Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
}}
}}


*More utility on meter usage.  
===== <span class="invisible-header">2MK</span> =====
{{MoveData
| name    = Crouching Forward
| input    = 2MK 
| subtitle = [[File:2.gif]]{{NotationIcon-Capcom|MK}}
| image    = CVS2_Iori_2mk.png
| caption  = Crouching Medium Kick
| linkname = 2MK
| data  =
{{AttackData-CvS2
  | version    =
  | subtitle    = 
  | damage      =
  | stun        =
  | cancel      =
  | guard      =
  | parry      =
  | startup    =
  | active      =
  | recovery    =
  | total      =
  | advHit      =
  | advBlock    =
  | invul      =
  | description =
* Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. }}
}}


*Rolento/Dan OTG Grab customs!
===== <span class="invisible-header">2HK</span> =====
{{MoveData
| name    = Crouching Roundhouse
| input    = 2HK
| subtitle =  [[File:2.gif]]{{NotationIcon-Capcom|HK}}
| image    = CVS2_Iori_2hk.png
| caption  = Crouching Heavy Kick
| linkname = 2HK
| data  =
{{AttackData-CvS2
  | version    =
  | subtitle    =
  | damage      =
  | stun        =
  | cancel      =
  | guard      =
  | parry      =
  | startup    =
  | active      =
  | recovery    =
  | total      =
  | advHit      =
  | advBlock    =
  | invul      =
  | description =
* Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
}}
}}


Disadvantages-
=== Air Normals ===
*No run
===== <span class="invisible-header">8LP</span> =====
{{MoveData
| name    = Jumping Jab
| input    = 8LP 
| subtitle = [[File:7.gif]],[[File:8.gif]],or [[File:9.gif]]+{{NotationIcon-Capcom|LP}}
| image    = CVS2_Iori_8lp.png
| caption  = Jumping Light Punch
| linkname = 8LP
| data  =
{{AttackData-CvS2
  | version    =
  | subtitle    = 
  | damage      =
  | stun        =
  | cancel      =
  | guard      =
  | parry      =
  | startup    =
  | active      =
  | recovery    =
  | total      =
  | advHit      =
  | advBlock    =
  | invul      =
  | description =
* Because this version is 1 hit and has a lot of lower invincibility (not to mention lower recovery), it's best used in the neutral game or when the opponent is far from Iori.
}}
}}


===== <span class="invisible-header">8MP</span> =====
{{MoveData
| name    = Jumping Strong
| input    = 8MP 
| subtitle = [[File:7.gif]],[[File:8.gif]],or [[File:9.gif]]+{{NotationIcon-Capcom|MP}}
| image    = CVS2_Iori_8mp.png
| caption  = Medium Punch
| linkname = 8MP
| data  =
{{AttackData-CvS2
  | version    =
  | subtitle    =  [[File:7.gif]],[[File:8.gif]],or [[File:9.gif]]+{{NotationIcon-Capcom|MP}}
  | damage      =
  | stun        =
  | cancel      =
  | guard      =
  | parry      =
  | startup    =
  | active      =
  | recovery    =
  | total      =
  | advHit      =
  | advBlock    =
  | invul      =
  | description =
* Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
}}
}}


===='''N Groove-'''====
===== <span class="invisible-header">8HP</span> =====
{{MoveData
| name    = Jumping Fierce
| input    = 8HP 
| subtitle = [[File:7.gif]],[[File:8.gif]],or [[File:9.gif]]+{{NotationIcon-Capcom|HP}}
| image    = CVS2_Iori_8hp.png
| caption  = Heavy Punch
| linkname = 8HP
| data  =
{{AttackData-CvS2
  | version    =
  | subtitle    = 
  | damage      =
  | stun        =
  | cancel      =
  | guard      =
  | parry      =
  | startup    =
  | active      =
  | recovery    =
  | total      =
  | advHit      =  
  | advBlock    =  
  | invul      =
  | description =  
* Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
}}
}}


Advantages-
===== <span class="invisible-header">8LK</span> =====
*Low jump- Low jump RH and MP are effective pressure, and empty low jump is a effective mixup to low short.  
{{MoveData
*Run- Best way to chase down and mixup after rekkas, as well as punish tech rolls.  
| name    = Jumping Short
*Counter Roll- The BEST defense against A groove, period.
| input    = 8LK 
*Power Up- Without great supers, sometimes a just a pop is nice. Extra guard damage too.   
| subtitle = [[File:7.gif]],[[File:8.gif]],or [[File:9.gif]]+{{NotationIcon-Capcom|LK}}
| image    = CVS2_Iori_8lk.png
| caption  = Light Kick
| linkname = 8LK
| data  =
{{AttackData-CvS2
  | version    =
  | subtitle    = 
  | damage      =
  | stun        =
  | cancel      =
  | guard      =
  | parry      =
  | startup    =
  | active      =
  | recovery    =
  | total      =
  | advHit      =
  | advBlock    =
  | invul      =
  | description =
* Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.  
  }}
}}


Disadvantages-
===== <span class="invisible-header">8MK</span> =====
*No access to big damage without popping.  
{{MoveData
| name    = Jumping Forward
| input    = 8MK 
| subtitle = [[File:7.gif]],[[File:8.gif]],or [[File:9.gif]]+{{NotationIcon-Capcom|LK}}
| image    = CVS2_Iori_8mk.png
| caption  = Medium Kick
| linkname = 8MK
| data  =
{{AttackData-CvS2
  | version    =
  | subtitle    = 
  | damage      =
  | stun        =
  | cancel      =
  | guard      =
  | parry      =
  | startup    =
  | active      =
  | recovery    =
  | total      =
  | advHit      =
  | advBlock    =
  | invul      =
  | description =
* Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. }}
}}


=== Preferred Team Position & Ratio ===
===== <span class="invisible-header">8HK</span> =====
{{MoveData
| name    = Jumping Roundhouse
| input    = 8HK
| subtitle = [[File:7.gif]],[[File:8.gif]],or [[File:9.gif]]+{{NotationIcon-Capcom|LK}}
| image    = CVS2_Iori_8hk.png
| caption  = Jumping Heavy Kick
| linkname = 8HK
| data  =
{{AttackData-CvS2
  | version    =
  | subtitle    = 
  | damage      =
  | stun        =
  | cancel      =
  | guard      =
  | parry      =
  | startup    =
  | active      =
  | recovery    =
  | total      =
  | advHit      =
  | advBlock    =
  | invul      =
  | description =
* Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
}}
}}


Due to his big damage without meter, high pressure, and rush down, Iori is best in the front position. You will almost always die with a full meter w/ Iori.
=== Command Normals ===


New school thought is that matchups always outweigh battery/user/anchor theory, so if you want to move Iori away from a short/skinny problem character like Cammy to a better MU like Vega or Guile, go for it.
== Universal Mechanics ==
 
=== Throws ===
= Moves List =
=== Roll ===
== Normal Moves ==
=== Counter Attack ===
 
=== Guard Cancel Movement===
Cancelability or damage with slashes in it (ex. y/n or 1200/1100) refer to when the move hits early in the active frames compared to when it hits late. 
=== Dodge Attacks ===
Frame data acquired from Buktooth's N-Iori Guide at: http://db.gamefaqs.com/coinop/arcade/file/capcom_vs_snk_2_iori_n_groove.txt
=== Small Jump ===
 
=== Dash ===
<table style="width:500px;border:1px solid silver" cellborder="1">
=== Run ===
<tr>
  <th>Name</th>
  <th>State</th>
  <th>Spc</th>
  <th>Sup</th>
  <th>Hit</th>
  <th>Blk</th>
  <th>Sta</th>
  <th>Act</th>
  <th>Rec</th>
  <th>Dmg</th>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=4>Jab</td>
  <td>Close</td>
  <td>y</td>
  <td>y</td>
  <td>+7</td>
  <td>+7</td>
  <td>2</td>
  <td>4</td>
  <td>6</td>
  <td>400</td>
</tr>
<tr>
  <td>Far</td>
  <td>y</td>
  <td>y</td>
  <td>+5</td>
  <td>+5</td>
  <td>2</td>
  <td>4</td>
  <td>8</td>
  <td>300</td>
</tr>
<tr>
  <td>Crouch</td>
  <td>y</td>
  <td>y</td>
  <td>+3</td>
  <td>+3</td>
  <td>3</td>
  <td>4</td>
  <td>8</td>
  <td>300</td>
</tr>
<tr>
  <td>Jump</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>3</td>
  <td>22</td>
  <td>-</td>
  <td>600</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=3>Strong</td>
  <td>Neutral</td>
  <td>y</td>
  <td>y</td>
  <td>-5</td>
  <td>-5</td>
  <td>7</td>
  <td>3</td>
  <td>25</td>
  <td>800</td>
</tr>
<tr>
  <td>Crouch</td>
  <td>y</td>
  <td>y</td>
  <td>+5</td>
  <td>+5</td>
  <td>4</td>
  <td>6</td>
  <td>9</td>
  <td>900</td>
</tr>
<tr>
  <td>Jump</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>4</td>
  <td>7</td>
  <td>-</td>
  <td>900</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=4>Fierce</td>
  <td>Close</td>
  <td>y/n</td>
  <td>y/y</td>
  <td>+0</td>
  <td>+0</td>
  <td>3</td>
  <td>6</td>
  <td>24</td>
  <td>1200/1100</td>
</tr>
<tr>
  <td>Far</td>
  <td>y/n</td>
  <td>y/n</td>
  <td>-5</td>
  <td>-5</td>
  <td>7</td>
  <td>5</td>
  <td>26</td>
  <td>1300/1400</td>
</tr>
<tr>
  <td>Crouch</td>
  <td>y</td>
  <td>y</td>
  <td>-1</td>
  <td>-1</td>
  <td>4</td>
  <td>5</td>
  <td>20</td>
  <td>1100</td>
</tr>
<tr>
  <td>Jump</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>11</td>
  <td>3</td>
  <td>-</td>
  <td>1300</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=4>Short</td>
  <td>Close</td>
  <td>y</td>
  <td>y</td>
  <td>+3</td>
  <td>+3</td>
  <td>3</td>
  <td>4</td>
  <td>10</td>
  <td>500</td>
</tr>
<tr>
  <td>Far</td>
  <td>n</td>
  <td>y</td>
  <td>+3</td>
  <td>+3</td>
  <td>6</td>
  <td>6</td>
  <td>8</td>
  <td>500</td>
</tr>
<tr>
  <td>Crouch</td>
  <td>y</td>
  <td>y</td>
  <td>+5</td>
  <td>+5</td>
  <td>4</td>
  <td>4</td>
  <td>8</td>
  <td>200</td>
</tr>
<tr>
  <td>Jump</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>4</td>
  <td>22</td>
  <td>-</td>
  <td>500</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=3>Forward</td>
  <td>Neutral</td>
  <td>n</td>
  <td>y</td>
  <td>-6</td>
  <td>-6</td>
  <td>6</td>
  <td>3</td>
  <td>26</td>
  <td>1000</td>
</tr>
<tr>
  <td>Crouch</td>
  <td>n</td>
  <td>y</td>
  <td>-2</td>
  <td>-2</td>
  <td>5</td>
  <td>4</td>
  <td>20</td>
  <td>800</td>
</tr>
<tr>
  <td>Jump</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>5</td>
  <td>10</td>
  <td>-</td>
  <td>900</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=4>Roundhouse</td>
  <td>Close</td>
  <td>n</td>
  <td>y</td>
  <td>+3</td>
  <td>+3</td>
  <td>6</td>
  <td>3</td>
  <td>21</td>
  <td>1400</td>
</tr>
<tr>
  <td>Far</td>
  <td>n</td>
  <td>n</td>
  <td>-2</td>
  <td>-2</td>
  <td>9</td>
  <td>7</td>
  <td>22</td>
  <td>1300</td>
</tr>
<tr>
  <td>Crouch</td>
  <td>n</td>
  <td>n</td>
  <td>DWN</td>
  <td>-16</td>
  <td>9</td>
  <td>4</td>
  <td>36</td>
  <td>1300</td>
</tr>
<tr>
  <td>Jump</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>7</td>
  <td>8</td>
  <td>-</td>
  <td>1200</td>
</tr>
<tr>
  <td>'''Command Normals'''</td>
</tr>
<tr>
  <td style="border:1px solid green"> F + Strong</td>
  <td>Ground</td>
  <td>y</td>
  <td>y</td>
  <td>-8</td>
  <td>-8</td>
  <td>8</td>
  <td>7</td>
  <td>24</td>
  <td>800</td>
</tr>
<tr>
  <td style="border:1px solid green"> F + Forward</td>
  <td>Ground</td>
  <td>n</td>
  <td>n</td>
  <td>+0</td>
  <td>+0</td>
  <td>33</td>
  <td>3</td>
  <td>17</td>
  <td>1000</td>
</tr>
<tr>
  <td style="border:1px solid green">B + Short</td>
  <td>Air</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>5</td>
  <td>12</td>
  <td>-</td>
  <td>500</td>
</tr>
</table>


== Special Moves ==
== Special Moves ==
===== <span class="invisible-header">DP</span> =====
{{MoveData
| name    = Fire Ball / "Hyakushiki Oniyaki"
| input    = 623+P 
| subtitle = Uppercut
| image    = CVS2_Iori_hp_dp_1.png
| caption  = HP version
| image2  = CVS2_Iori_hp_dp_2.png
| caption2 = HP Version
| image3  = CVS2_Iori_hp_dp_3.png
| caption3 = HP Version
| linkname = DP
| data  =
{{AttackData-CvS2
  | version    = LP
  | subtitle    = {{NotationIcon-Capcom|623}} + {{NotationIcon-Capcom|LP}}
  | damage      = 1700
  | stun        = 17
  | cancel      = None
  | guard      = Mid
  | parry      = Mid
  | startup    = 4
  | active      = 10
  | recovery    = 38
  | total      = 52
  | advHit      = DWN
  | advBlock    = -33
  | invul      = 4 (full), 10(lower)
  | description = Footsies DP
* Because this version is 1 hit and has a lot of lower invincibility (not to mention lower recovery), it's best used in the neutral game or when the opponent is far from Iori.
}}
{{AttackData-CvS2
  | header      = no
  | version    = MP
  | subtitle    = {{NotationIcon-Capcom|623}} + {{NotationIcon-Capcom|MP}}
  | damage      = 700+1100
  | stun        = 7+11
  | cancel      = None
  | guard      = Mid
  | parry      = Mid
  | startup    = 4
  | active      = [3/9]
  | recovery    = 48
  | total      = 64
  | advHit      = DWN
  | advBlock    = -42
  | invul      = 7 full/ 9 lower
  | description = Best DP
* This version has the highest amount of total invulnerability, so it's the best wakeup reversal and anti air. Make sure to hit the opponent deep to get both hits, otherwise you're missing out on damage compared to LP.
}}
{{AttackData-CvS2
  | header      = no
  | version    = HP
  | subtitle    = {{NotationIcon-Capcom|623}} + {{NotationIcon-Capcom|HP}}
  | damage      = 400+600+1000
  | stun        = 4+6+10
  | cancel      = None
  | guard      = Mid
  | parry      = Mid
  | startup    = 4
  | active      = [2/2/5]
  | recovery    = 59
  | total      = 72
  | advHit      = DWN
  | advBlock    = -51
  | invul      = 6 full/ 7 lower
  | description = Most Damage DP
* This is the damage DP. Perfectly usable as anti air or reversals, but only when the opponent is point blank. Also the recovery is so bad, Iori loses okizeme opportunities by using it.
}}
}}


'''Fireball (qcf + punch)'''
== Super Moves ==
<table style="width:350px;border:1px solid silver" cellborder="1">
<tr>
  <th>Strength</th>
  <th>Hit</th>
  <th>Blk</th>
  <th>Sta</th>
  <th>Rec</th>
  <th>Dmg</th>
</tr>
<tr>
  <td style="border:1px solid green">Jab</td>
  <td>-12</td>
  <td>-12</td>
  <td>12</td>
  <td>45</td>
  <td>800</td>
</tr>
<tr>
  <td style="border:1px solid navy">Strong</td>
  <td>-12</td>
  <td>-12</td>
  <td>12</td>
  <td>45</td>
  <td>900</td>
</tr>
<tr>
  <td style="border:1px solid red">Fierce</td>
  <td>-12</td>
  <td>-12</td>
  <td>12</td>
  <td>45</td>
  <td>1000</td>
</tr>
</table>
 
 
'''Uppercut (F, D, DF + punch)'''
<table style="width:400px;border:1px solid silver" cellborder="1">
<tr>
  <td> </td>
  <th>Invuln.</th>
</tr>
<tr>
  <th>Strength</th>
  <th>Full</th>
  <th>Lower</th>
  <th>Hit</th>
  <th>Blk</th>
  <th>Sta</th>
  <th>Act</th>
  <th>Rec</th>
  <th>Dmg</th>
</tr>
<tr>
  <td style="border:1px solid green">Jab</td>
  <td>4</td>
  <td>10</td>
  <td>DWN</td>
  <td>-33</td>
  <td>4</td>
  <td>10</td>
  <td>38</td>
  <td>1700</td>
</tr>
<tr>
  <td style="border:1px solid navy">Strong</td>
  <td>7</td>
  <td>9(feet)</td>
  <td>DWN</td>
  <td>-42</td>
  <td>4</td>
  <td>[3/9]</td>
  <td>48</td>
  <td>1800</td>
</tr>
<tr>
  <td style="border:1px solid red">Fierce</td>
  <td>6</td>
  <td>7(feet)</td>
  <td>DWN</td>
  <td>-51</td>
  <td>4</td>
  <td>[2/2/5]</td>
  <td>59</td>
  <td>2000</td>
</tr>
</table>
 
 
'''Running Grab (hcb + kick)'''
<table style="width:350px;border:1px solid silver" cellborder="1">
<tr>
  <th>Strength</th>
  <th>Hit</th>
  <th>Blk</th>
  <th>Sta</th>
  <th>Act</th>
  <th>Rec</th>
  <th>Dmg</th>
</tr>
<tr>
  <td style="border:1px solid green">Short</td>
  <td>DWN</td>
  <td>-18</td>
  <td>5</td>
  <td>32</td>
  <td>12</td>
  <td>1800</td>
</tr>
<tr>
  <td style="border:1px solid navy">Forward</td>
  <td>DWN</td>
  <td>-18</td>
  <td>5</td>
  <td>48</td>
  <td>12</td>
  <td>1900</td>
</tr>
<tr>
  <td style="border:1px solid red">Roundhouse</td>
  <td>DWN</td>
  <td>-18</td>
  <td>5</td>
  <td>64</td>
  <td>12</td>
  <td>2000</td>
</tr>
<tr>
  <td style="border:1px solid black">Contact</td>
  <td>-</td>
  <td>-</td>
  <td>4</td>
  <td>5</td>
  <td>29</td>
  <td>-</td>
</tr>
</table>
 
Quote from Buktooths guide:
"The above frame data for the three button strengths represent what happens if
Iori never makes contact with the enemy. For example, a roundhouse whiffed
Running Grab has 5 frames start up, runs for 64 frames, then has 12 frame
recovery. If at any time during those 64 frames of running Iori makes contact
with his opponent, he then takes 4 frames for his arm to whip around, which has
an active hitbox for 5 frames, and has a 29 frame recovery."
 
'''Rekka Kens (qcb + punch X1-3)'''
<table style="width:400px;border:1px solid silver" cellborder="1">
<tr>
  <th>Hit</th>
  <th style="border:1px solid green">Jab</th>
  <th style="border:1px solid navy">Strong</th>
  <th style="border:1px solid red">Fierce</th>
  <th>Hit</th>
  <th>Blk</th>
  <th>Sta</th>
  <th>Act</th>
  <th>Rec</th>
</tr>
<tr>
  <td>1st</td>
  <td>400</td>
  <td>500</td>
  <td>600</td>
  <td>-5</td>
  <td>-5</td>
  <td>12</td>
  <td>4</td>
  <td>29</td>
</tr>
<tr>
  <td>2nd</td>
  <td>400</td>
  <td>500</td>
  <td>600</td>
  <td>DWN</td>
  <td>-13</td>
  <td>12</td>
  <td>4</td>
  <td>37</td>
</tr>
<tr>
  <td>3rd</td>
  <td>800</td>
  <td>900</td>
  <td>1000</td>
  <td>DWN</td>
  <td>-33</td>
  <td>16</td>
  <td>8</td>
  <td>40</td>
</tr>
</table>
 
'''Throws'''
<table style="width:400px;border:1px solid silver" cellborder="1">
<tr>
  <th>Name</th>
  <th>Motion</th>
  <th>Dmg</th>
  <th>Range</th>
  <th>Sta</th>
  <th>Act</th>
  <th>Rec</th>
</tr>
<tr>
  <td style="border:1px solid green">Punch</td>
  <td>F or B + Fierce</td>
  <td>1800</td>
  <td>52</td>
  <td>3</td>
  <td>1</td>
  <td>13</td>
</tr>
<tr>
  <td style="border:1px solid navy">Kick</td>
  <td>F or B + Roundhouse</td>
  <td>2000</td>
  <td>52</td>
  <td>5</td>
  <td>1</td>
  <td>13</td>
</tr>
<tr>
  <td style="border:1px solid red">Scum Gale</td>
  <td>hcb, F + punch</td>
  <td>0</td>
  <td>52</td>
  <td>8</td>
  <td>1</td>
  <td>32</td>
</tr>
</table>
 
==Supers==
StaB and StaA refer to the start up frames Before and After the super freeze.
 
'''Eight Wine Cups (qcb, hcf + punch)'''
<table style="width:350px;border:1px solid silver">
<tr>
  <th>Level</th>
  <th>Hit</th>
  <th>Blk</th>
  <th>StaB</th>
  <th>StaA</th>
  <th>Rec</th>
  <th>Dmg</th>
</tr>
<tr>
  <td style="border:1px solid green">1st</td>
  <td>DWN</td>
  <td>-15</td>
  <td>5</td>
  <td>22</td>
  <td>50</td>
  <td>800</td>
</tr>
<tr>
  <td style="border:1px solid navy">2nd</td>
  <td>DWN</td>
  <td>+29</td>
  <td>5</td>
  <td>22</td>
  <td>50</td>
  <td>800</td>
</tr>
<tr>
  <td style="border:1px solid red">3rd</td>
  <td>DWN</td>
  <td>+29</td>
  <td>5</td>
  <td>22</td>
  <td>50</td>
  <td>800</td>
</tr>
</table>
 
 
'''Maiden Masher (qcf, hcb + punch)'''
<table style="width:400px;border:1px solid silver">
<tr>
  <th></th>
  <th>Invuln.</th>
</tr>
<tr>
  <th>Level</th>
  <th>Full</th>
  <th>Upper</th>
  <th>Hit</th>
  <th>Blk</th>
  <th>StaB</th>
  <th>StaA</th>
  <th>Act</th>
  <th>Rec</th>
  <th>Dmg</th>
</tr>
<tr>
  <td style="border:1px solid green">1st</td>
  <td>8</td>
  <td>12</td>
  <td>DWN</td>
  <td>-10</td>
  <td>4</td>
  <td>8</td>
  <td>8</td>
  <td>33</td>
  <td>2200</td>
</tr>
<tr>
  <td style="border:1px solid navy">2nd</td>
  <td>14</td>
  <td>22</td>
  <td>DWN</td>
  <td>-10</td>
  <td>4</td>
  <td>8</td>
  <td>24</td>
  <td>33</td>
  <td>3700</td>
</tr>
<tr>
  <td style="border:1px solid red">3rd</td>
  <td>22</td>
  <td>30</td>
  <td>DWN</td>
  <td>-10</td>
  <td>4</td>
  <td>8</td>
  <td>40</td>
  <td>33</td>
  <td>5000</td>
</tr>
</table>
 
= The Basics =
== How to play the neutral game ==
 
Big poke of choice:
 
Stand RH=
*crouchable by half the cast (every female character, Ryo, shotos, Rolento, Haohmaru, Vega, Yun, Kim, Rock, Iori)
*treat this move like a budget Sakura or Yamazaki stand RH (yama speed/damage, but -2 instead of +2 on block)
 
RC Rekka
*Yeah, treat this as a poke. An invincible, -5 on block, uncrouchable, potentially 2200 damage poke.
 
Otherwise pokes:
 
*Crouch MP (If they crouch stand RH or you're too far away for jabs and shorts, hit this move)
* Stand MP/ F+MP (moves Iori forward a good bit, pretty negative on block, and is cancelable into rekkas or fireball, use caution)
 
Whiff punishers:
 
*Stand MK (deceptively big range, 6f startup, super cancellable, crap on block)
*Low RH (huge range, 9f startup, knockdown, you're dead on block)
 
Anti Air:
*C. HP (perfect 45 degree angle, only beaten by super good jump ins, bufferable into fireball for followup)
*Dragon punch (use HP for most damage if done deep. MP  seems to have the most hitting invincibility though)
*Close HK (for people directly over your head)
 
Fireball:
*Throw jab at 3/4 screen range and follow. The end. It's pretty useless in neutral otherwise.
 
== Bread and Butter Combos ==
-standard-
 
cr.short x 3, qcb + fierce x 3
 
s.jab x 3, qcb + fierce x 3
 
s.jab, s.fierce, qcb + fierce x 3
 
s.short, s.jab, s.short, qcb + fierce x 3
 
s.strong, twd.strong, qcb + fierce x 3
 
cr.strong x 2, qcb + fierce x 3
 
cr.short x 2, cr.strong, qcb + fierce x 3
 
s.fierce, qcb + fierce x 3
 
close s.fierce, hcb + roundhouse
 
jump fierce, Cl. Fierce, DP+Fierce (optimal stun damage)
 
-cross-up-
 
b+short, s.jab, s.fierce, qcb + fierce x 3
 
Almost any Iori B&B combo can be started with hcb-twd + punch (Scum Gale).
 
==How to Land Hits==
 
Iori has a good number of ways to open people up.
*1) Low shorts (catch people not blocking low)
*2) Scum Gale (leads to full combo)
*3) Frame traps: the classic throw / attack mixup
*4) Post Knockdown setups: ambiguous rolls, safe jumps, cross up B+LK, empty jump low
*5) Guard Break: Via poke & RC rekka pressure or A Groove guard crush custom.
*6) Overheads: F+MK is dreadfully slow, and short jump MP can work on tall characters.
*7) Successful Parry/JD/Dodge/Roll Through/Counter Roll. Groove/Character/Move Specific.
 
== Super Combos ==
cr.short x 3, qcf-hcb + punch (any level)
 
s.strong, twd.strong, qcf-hcb + punch (any level)
S.jab, S.Fierce, qcf-hcb + punch (any level) (max damage)
 
C.forward kick xx qcf-hcb + punch (any level) (c.mk is super cancel only, easy to do)
 
 
 
C Groove only-
 
any starter above into Level 2 Maiden Masher


Cancel into
== Combos ==


-Level 1 Maiden Masher (most damage, no tech roll)
== Advanced Strategy ==


-Fierce DP (1000 less damage, saves a level and 20 more stun)


-Level 1 wine cups, then Jump HP, HP, HP DP (Full combo can instant stun characters, cancel maiden masher early if combo will stun for more damage on post dizzy combo)
== Grooves & Groove specific strategy ==
=== C Groove ===
=== A Groove===
=== P Groove ===
=== S Groove===
=== N Groove ===
=== K Groove ===


== Custom Combos ==
== Matchups ==
Check here for matchup analysis, notes, and errata.
Could be as simple as optimal punishes, safe jump setups, and effective counter pokes.


= Advanced Strategy =
For example:
==Wake-Up Pressure/Knockdown Mixups==
=== Blanka ===
==Matchups==
Blanka ball punishes- Any level Maiden Masher, run a little and sweep (low HK), A groove activate sweep custom.
==Random Tricks/Notes==
=Discussion=
http://www.shoryuken.com/forums/forumdisplay.php?f=48


== Videos ==
== Colors ==
[[File:CvS2 Iori color selections.png|frame|Iori Color Selections]]


[[Category:Capcom vs SNK 2]]
== External Links ==
{{Navbox-CvS2}}
[[Category:Capcom vs. SNK 2]]

Revision as of 14:51, 23 December 2020

Introduction

Data

Health 14000 Just Below Average
Stun 70 Average
Stun Duration +60f Poor
Guard Guage Recovery Rate Fast Type Best
Dash Length 102 pixels
Dash Duration
Dash Height 0 Grounded
Run Speed 7.4 Average
Roll Distance 132 pixels
Roll Duration 27f
Recovery Frames 3f Best
Wakeup Speed compared to Ryu 0f Average

Overview & General Gameplan

Normal Moves

Far Standing Normals

5LP
Stand Jab
Lp.png
5LP
CVS2 Iori 5lp.png
Light Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
300 4 RF/SP/SU H/L H/L 2 4 8 14 +5 +5 -
  • While sharing almost the exact same traits as the close jab, the standing jab doesn't have that many tactical uses; You're too far away to tick into throws, and Iori's walking speed is too slow for repeated walk up jabs to set up anything threatening. If you're at this range hit low strong instead.
5LP
Stand Strong
Mp.png
5MP
CVS2 Iori 5mp.png
Medium Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
800 8 SP/SU H/L H 7 3 25 35 -5 -5 -
  • This move has the special property of being able to chain into Iori's f+strong. There's only one instance in which I use this move, and that's to combo after a connected Scum Gale. Even though it's a far reaching bufferable move, buffering into fireballs is not safe, and the move itself leaves much to be desired in terms of priority and speed. It reaches farther than the f+strong, but at that distance a fierce rekka ken will completely miss. Needless to say, a whiffed rekka ken will lead to a lot of hurt.
5HP
Stand Fierce
Hp.png
5HP
CVS2 Iori 5hp.png
Heavy Punch
CVS2 Iori 5hp 1.png
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
1300/1400 13/14 SP/SU (1st part only) H/L H 7 5 26 38 -5 -5 -
  • Reading on the left of the commas refer to when Iori's head is going OUT. Reading on the right refers to when Iori's head is going UP.

This move doesn't really have much tactical use since the distance to get the bufferable version of the fierce is really specific. However, the bufferable version happens to be Iori's most damaging bufferable move, and there's ONE useful set up to get it shown below (see Running Grab).

5LK
Stand Short
Lk.png
5LK
CVS2 Iori 5lk.png
Light Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
500 5 SU H/L H/L 6 6 8 20 +3 +3 -
  • AKA "kickin 'em to da curb". Other than randomly whiffing it every now and then as a fake fireball, the only use for this move I have is for combos. See combo section.
5MK
Stand Forward
Mk.png
5MK
CVS2 Iori 5mk.png
Medium Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
1000 10 SU H/L H/L 6 3 26 35 -6 -6 -
  • I probably don't use this move as much as I should. It's quick, has surprising range, and even more surprising priority. I'd use it against characters that can crouch the standing roundhouse if you can get into the range to use it.

6/13/03 - Some Japanese players like to punish whiffs with s.forward into super, but I find that whenever I bait a whiff I'm too far away to hit with a s.forward. I just do a low/standing roundhouse instead. I also noticed that Japanese players have set-ups for COUNTER HIT s.forward and buffer the super on reaction, but to me that's in-humanly difficult (the window to buffer is 3 frames long, 1/20th of a second). That super isn't one that you want to have blocked.

5HK
Stand Roundhouse
Hk.png
5HK
CVS2 Iori 5hk 1.png
Heavy Kick
CVS2 Iori 5hk 2.png
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
1300 13 X H/L H/L 9 7 22 38 -2 -2 -
  • Iori's best poke by far, despite having the distinction of being one of Iori's two crouchable moves. Any character bigger than a shoto is fair game, however. You can use it fairly liberally against the characters that cannot crouch it to slowly drain their guard meter and entice them into making a mistake that will get you the all-important knockdown Iori needs to get in. Be aware, though, that the move is not safe against a fast roll and that Sagat can punish you hard with a standing fierce into super if you whiff it.
  • Crouchable by half the cast (every female character, Ryo, shotos, Rolento, Haohmaru, Vega, Yun, Kim, Rock, Iori)
  • Treat this move like a budget Sakura or Yamazaki stand RH (yama speed/damage, but -2 instead of +2 on block)

Close Standing Normals

cl5LP
Close Stand Jab
Close Lp.png
cl5LP
CVS2 Iori CL 5lp.png
Close Light Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
400 4 RF,SP,SU H/L H/L 2 4 6 12 +7 +7 -

Iori's close jab is very useful for many reasons:

  1. ) Comes out in 2 frames, making it Iori's fastest move. 2 frames are as fast as moves get in CvS2 with the exception of Zangief's SPD, which is the only 1 frame move in the game. So what does this mean? Whenever you're in a situation where you have to mash a move, such as trying to avoid a throw, this is the move to mash.
  2. ) +7 advantage, also the most out of any of Iori's moves. 7 frames is a fairly huge advantage as far as CvS2 goes, meaning most links afterwards are brain-dead easy if the jab hits, and if blocked you have ample time to set up stuff safely like walk up to your opponent again and get another close jab. A perfectly timed close jab tick into Scum Gale (8 frames) is very difficult to reverse by jabs or throws. All tick throws can be escaped by jumps, however.
  3. ) At 400 damage, it's the most damaging out of all of Iori's weak attacks that can be chained together.
cl5MP
Close Stand Strong
Close Mp.png
cl5MP
CVS2 Iori CL 5mp.png
Medium Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -
  • Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
cl5HP
Close Stand Fierce
Close Hp.png
cl5HP
CVS2 Iori CL 5hp 1.png
Heavy Punch
CVS2 Iori CL 5hp 2.png
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
1200, 1100 12, 11 SP/SU, SU H/L H 3 6 24 33 0 0 -
  • For the commas above, the reading on the left refers to the first portion of the fierce, where Iori's fist is around his waist level. The second reading refers to when Iori's fist is over his head.

Outside of combos, the main use for this move is for anti-cross ups. Close roundhouse is your main anti-cross up, but you'll want to use close fierce against characters with bigger jumps like Blanka.

cl5LK
Close Stand Short
Close Lk.png
cl5LK
CVS2 Iori CL 5lk.png
Light Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -
  • Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
cl5MK
Close Stand Forward
CloseMk.png
cl5MK
CVS2 Iori CL 5mk.png
Medium Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -
  • Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
cl5HK
Close Stand Roundhouse
CloseHk.png
cl5HK
CVS2 Iori CL 5hk.png
Heavy Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -
  • Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.

Crouching Normals

2LP
Crouching Jab
2.gifLp.png
2LP
CVS2 Iori 2lp.png
Crouching Light Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -
  • Because this version is 1 hit and has a lot of lower invincibility (not to mention lower recovery), it's best used in the neutral game or when the opponent is far from Iori.
2MP
Crouching Strong
2.gifMp.png
2MP
CVS2 Iori 2mp.png
Medium Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -
  • Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
2HP
Crouching Fierce
2.gifHp.png
2HP
CVS2 Iori 2hp.png
Heavy Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -
  • Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
2LK
Crouching Short
2.gifLk.png
2LK
CVS2 Iori 2lk.png
Crouching Light Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -
  • Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
2MK
Crouching Forward
2.gifMk.png
2MK
CVS2 Iori 2mk.png
Crouching Medium Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -
  • Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
2HK
Crouching Roundhouse
2.gifHk.png
2HK
CVS2 Iori 2hk.png
Crouching Heavy Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -
  • Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.

Air Normals

8LP
Jumping Jab
7.gif,8.gif,or 9.gif+Lp.png
8LP
CVS2 Iori 8lp.png
Jumping Light Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -
  • Because this version is 1 hit and has a lot of lower invincibility (not to mention lower recovery), it's best used in the neutral game or when the opponent is far from Iori.
8MP
Jumping Strong
7.gif,8.gif,or 9.gif+Mp.png
8MP
CVS2 Iori 8mp.png
Medium Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -
  • Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
8HP
Jumping Fierce
7.gif,8.gif,or 9.gif+Hp.png
8HP
CVS2 Iori 8hp.png
Heavy Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -
  • Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
8LK
Jumping Short
7.gif,8.gif,or 9.gif+Lk.png
8LK
CVS2 Iori 8lk.png
Light Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -
  • Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
8MK
Jumping Forward
7.gif,8.gif,or 9.gif+Lk.png
8MK
CVS2 Iori 8mk.png
Medium Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -
  • Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
8HK
Jumping Roundhouse
7.gif,8.gif,or 9.gif+Lk.png
8HK
CVS2 Iori 8hk.png
Jumping Heavy Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -
  • Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.

Command Normals

Universal Mechanics

Throws

Roll

Counter Attack

Guard Cancel Movement

Dodge Attacks

Small Jump

Dash

Run

Special Moves

DP
Fire Ball / "Hyakushiki Oniyaki"
Uppercut
623+P
CVS2 Iori hp dp 1.png
HP version
CVS2 Iori hp dp 2.png
HP Version
CVS2 Iori hp dp 3.png
HP Version
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
LP
+ Lp.png
1700 17 None Mid Mid 4 10 38 52 DWN -33 4 (full), 10(lower)

Footsies DP

  • Because this version is 1 hit and has a lot of lower invincibility (not to mention lower recovery), it's best used in the neutral game or when the opponent is far from Iori.
MP
+ Mp.png
700+1100 7+11 None Mid Mid 4 [3/9] 48 64 DWN -42 7 full/ 9 lower

Best DP

  • This version has the highest amount of total invulnerability, so it's the best wakeup reversal and anti air. Make sure to hit the opponent deep to get both hits, otherwise you're missing out on damage compared to LP.
HP
+ Hp.png
400+600+1000 4+6+10 None Mid Mid 4 [2/2/5] 59 72 DWN -51 6 full/ 7 lower

Most Damage DP

  • This is the damage DP. Perfectly usable as anti air or reversals, but only when the opponent is point blank. Also the recovery is so bad, Iori loses okizeme opportunities by using it.

Super Moves

Combos

Advanced Strategy

Grooves & Groove specific strategy

C Groove

A Groove

P Groove

S Groove

N Groove

K Groove

Matchups

Check here for matchup analysis, notes, and errata. Could be as simple as optimal punishes, safe jump setups, and effective counter pokes.

For example:

Blanka

Blanka ball punishes- Any level Maiden Masher, run a little and sweep (low HK), A groove activate sweep custom.

Videos

Colors

External Links

CvS2 Wiki Navigation

General
Controls
Notation
HUD
Glossary
System
Roll Cancel
Combo
CvS2 Versions
Netplay/ Training
FAQ
Grooves
Groove Overview
Groove Subsystems
C-Groove
A-Groove
P-Groove
S-Groove
N-Groove
K-Groove
Capcom Characters
Akuma (Gouki)
Balrog (Boxer)
Blanka
Cammy
Chun-Li
Dan
Dhalsim
Eagle
E.Honda
Guile
Ken
Kyosuke
Maki
M. Bison (Dictator)
Morrigan
Rolento
Ryu
Sagat
Sakura
Vega (Claw)
Yun
Zangief
SNK Characters
Athena
Benimaru
Chang
Geese
Haohmaru
Hibiki
Iori
Joe
Kim
King
Kyo
Mai
Nakoruru
Raiden
Rock
Rugal
Ryo
Terry
Todo
Vice
Yamazaki
Yuri
Boss Characters
Shin Akuma
Ultimate Rugal
Evil Ryu
Orochi Iori