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This is Iori. He IS stylin. | This is Iori. He IS stylin. | ||
A big thanks to the initial poster in this section. Without him I wouldn't have been able to organize this frame data so well. And Iori IS in fact stylin. | |||
* | * | ||
Revision as of 04:13, 28 February 2006
Introduction
This is Iori. He IS stylin.
A big thanks to the initial poster in this section. Without him I wouldn't have been able to organize this frame data so well. And Iori IS in fact stylin.
Moves List
Normal Moves
Cancelability or damage with slashs 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. 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 -DonQuixote
Name | State | Spc | Sup | Hit | Blk | Sta | Act | Rec | Dmg |
---|---|---|---|---|---|---|---|---|---|
Jab | Close | y | y | +7 | +7 | 2 | 4 | 6 | 400 |
Far | y | y | +5 | +5 | 2 | 4 | 8 | 300 | |
Crouch | y | y | +3 | +3 | 3 | 4 | 8 | 300 | |
Jump | - | - | - | - | 3 | 22 | - | 600 | |
Strong | Neutral | y | y | -5 | -5 | 7 | 3 | 25 | 800 |
Crouch | y | y | +5 | +5 | 4 | 6 | 9 | 900 | |
Jump | - | - | - | - | 4 | 7 | - | 900 | |
Fierce | Close | y/n | y/y | +0 | +0 | 3 | 6 | 24 | 1200/1100 |
Far | y/n | y/n | -5 | -5 | 7 | 5 | 26 | 1300/1400 | |
Crouch | y | y | -1 | -1 | 4 | 5 | 20 | 1100 | |
Jump | - | - | - | - | 11 | 3 | - | 1300 | |
Short | Close | y | y | +3 | +3 | 3 | 4 | 10 | 500 |
Far | n | y | +3 | +3 | 6 | 6 | 8 | 500 | |
Crouch | y | y | +5 | +5 | 4 | 4 | 8 | 200 | |
Jump | - | - | - | - | 4 | 22 | - | 500 | |
Forward | Neutral | n | y | -6 | -6 | 6 | 3 | 26 | 1000 |
Crouch | n | y | -2 | -2 | 5 | 4 | 20 | 800 | |
Jump | - | - | - | - | 5 | 10 | - | 900 | |
Roundhouse | Close | n | y | +3 | +3 | 6 | 3 | 21 | 1400 |
Far | n | n | -2 | -2 | 9 | 7 | 22 | 1300 | |
Crouch | n | n | DWN | -16 | 9 | 4 | 36 | 1300 | |
Jump | - | - | - | - | 7 | 8 | - | 1200 | |
Command Normals | |||||||||
F + Strong | Ground | y | y | -8 | -8 | 8 | 7 | 24 | 800 |
F + Forward | Ground | n | n | +0 | +0 | 33 | 3 | 17 | 1000 |
B + Short | Air | - | - | - | - | 5 | 12 | - | 500 |
Special Moves
Fireball (qcf + punch)
Strength | Hit | Blk | Sta | Rec | Dmg |
---|---|---|---|---|---|
Jab | -12 | -12 | 12 | 45 | 800 |
Strong | -12 | -12 | 12 | 45 | 900 |
Fierce | -12 | -12 | 12 | 45 | 1000 |
Uppercut (F, D, DF + punch)
Invuln. | ||||||||
---|---|---|---|---|---|---|---|---|
Strength | Full | Lower | Hit | Blk | Sta | Act | Rec | Dmg |
Jab | 4 | 10 | DWN | -33 | 4 | 10 | 38 | 1700 |
Strong | 7 | 9(feet) | DWN | -42 | 4 | [3/9] | 48 | 1800 |
Fierce | 6 | 7(feet) | DWN | -51 | 4 | [2/2/5] | 59 | 2000 |
Running Grab (hcb + kick)
Strength | Hit | Blk | Sta | Act | Rec | Dmg |
---|---|---|---|---|---|---|
Short | DWN | -18 | 5 | 32 | 12 | 1800 |
Forward | DWN | -18 | 5 | 48 | 12 | 1900 |
Roundhouse | DWN | -18 | 5 | 64 | 12 | 2000 |
Contact | - | - | 4 | 5 | 29 | - |
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 + p X1-3)
Hit | Jab | Strong | Fierce | Hit | Blk | Sta | Act | Rec |
---|---|---|---|---|---|---|---|---|
1st | 400 | 500 | 600 | -5 | -5 | 12 | 4 | 29 |
2nd | 400 | 500 | 600 | DWN | -13 | 12 | 4 | 37 |
3rd | 800 | 900 | 1000 | DWN | -33 | 16 | 8 | 40 |
Throws
Name | Motion | Dmg | Range | Sta | Act | Rec |
---|---|---|---|---|---|---|
Punch | F or B + Fierce | 1800 | 52 | 3 | 1 | 13 |
Kick | F or B + Roundhouse | 2000 | 52 | 5 | 1 | 13 |
Scum Gale | hcb, F + punch | 0 | 52 | 8 | 1 | 32 |