m (→Anywhere) |
m (→Short Movelist) |
||
Line 532: | Line 532: | ||
* DM qcf hcb + P | * DM qcf hcb + P | ||
** DM qcf qcf qcf qcf + AC | ** DM qcf qcf qcf qcf + AC (Only on hit (On the last hit).) | ||
Revision as of 14:06, 23 February 2020
General Info
The second-handsomest man in Japan, Iori awakened his Orochi blood so that he could hunt down and kill the first-handsomest man, Kyo Kusanagi. He'd be doing a better job of it if his legs weren't tied together -- but Iori understands what's truly important.
Crouch height: Low
Jump: 4/31/1
Hop: 4/23/1
Dash: 3/10~∞/3
Backdash: 3/16/3
Wakeup: 28 frames
Recovery roll: 24 frames
Stand | Crouch | Jump | Grab | Run |
---|---|---|---|---|
![]() |
![]() |
![]() |
![]() |
![]() |
Colors:
![]() |
![]() |
![]() |
![]() |
---|---|---|---|
![]() |
![]() |
![]() |
![]() |
Movelist
Short Movelist
- f + A
- A
- f + B (Overhead (2) if not cancelled into.)
- air b + B
- qcf + P
- dp + P (A: SC) (C: SC (1-2).)
- qcb + P
- qcb + P
- qcb + P (Overhead.)
- qcb + P
- hcb f + P (Throw.)
- hcb + K
- DM qcf hcb + P
- DM qcf qcf qcf qcf + AC (Only on hit (On the last hit).)
- SDM qcf hcb + AC
- HSDM qcb hcf b f + AC (Throw.)
Notes
- Cancellable normals are:
- Close: A, B, C
- Far: C
- Crouch: A, C
- Whiff cancellable normals are
- Close: A, B
- Far: C
- Crouch: A, C
- CD is cancellable into command moves, specials and DMs.
- f + A is cancellable, but only on DMs.
- f + A, A is cancellable.
- f + B (2) is cancellable only when you cancel into it.
- cl.B is a low attack.
Combos
Anywhere
0 stocks
- cr.B, cr.A > qcb + A x 3 {20-25%}
- cl.B, cl.C ...
- cl.C > hcb + K
Very close.
- cl.C / st.C / (cl.B > f + A > A) >
- qcb + C x 3 {??%/??%/33%}
1-2 stocks
- (cl.C > f + A) / st.C / (cl.B > f + A > A) / (cr.B, cr.A > f + A)
- DM qcf hcb + P > DM qcf qcf qcf qcf + AC {??%/50%/65%/??%}
3-4 stocks
- cl.C > dp + C (2) >> DM qcf hcb + P > DM qcf qcf qcf qcf + AC {70%}
Corner
- Iori in corner: cr.A > hcb f + P, cr.A > hcb f + P, any combo
Max Mode
- cl.D >> BC, run, cl.C >
- (hcb + K (1) >> dp + C (2)) x 3 >>
- DM qcf hcb + P > DM qcf qcf qcf qcf + AC {87%}
- qcb + C >>
- (hcb + K (1) >> dp + C (2)) x 2 >>
- SDM qcf hcb + AC {90%}
- (hcb + K (1) >> dp + C (2)) x 2 >>
- (hcb + K (1) >> dp + C (2)) x 3 >>
- Opponent about one screen away from corner: cl.D >> BC, run, cl.C > hcb + K (1) >> dp + C (2) >> qcb + C x 2 >> hcb + K (1) >> qcb + A > qcb + A (delayed), DM qcf hcb + P > DM qcf qcf qcf qcf + AC {85%}
- Iori in corner: air b + B, cr.A > hcb f + P, cl.D >> BC, run, cr.A > hcb f + P, run, cl.C > f + A > HSDM qcb hcf b f + AC {75%}
- air b + B, cl.B > f + A >> BC, run, cl.C > qcb+C >> dp + C (2) >>
- (hcb + K (1) >> dp + C (2)) x 2 >>
- DM qcf hcb + P > DM qcf qcf qcf qcf + AC
- (hcb + K (1) >> dp + C (2)) x 2 >>
Counterhit
- Counterhit: CD >> BC, SDM qcf hcb + AC {55%}
- Counterhit: j.CD,
- hcb + K {32%}
- DM qcf hcb + P > DM qcf qcf qcf qcf + AC {50%}
Strategies
- Iori has a solid pressure game. His options include crouch B, close B, f + A (two lows) and hcb f + P scum gale. He can also attempt to tick scum gale from a close B. The mindgames can be further increased by instead doing a close C after close B (which does actually combo), in the case that he thought you would scum gale after the close B. Iori also has his jump b + B crossup, although it is best done as a surprise attack by hyper hopping over the opponent. Most people however, use it in a very obvious manner, by running full speed before jumping over the opponent, which is useless against an experienced player. This crossup can be blocked low. Some characters can simply sweep Iori when he attempts this crossup. Hyper hopping over the opponent into the crossup makes it a far more dangerous tool
- Using b + B during the beginning of a backdash will make him dashback nearly a full screen length. Use this to easily get away from rushdown, as well as baiting opponents (mainly on wakeup). This can be used to run up then backdash away for mindgames
- sometimes attempt to do the jump b+B crossover (the trick to doing this is when jumping over your opponent hold the forward and hit the B reasonably late)
- use jump C or jump A air to ground battles, early jump D or jump CD for air to air battles. If opponent is close, hopping up or back with D stops most jump attempts
- if qcb + A is blocked, do it once more or stop, not a third time. You can use random delays between them, for mindgames. However, there are many pokes that can still punish this move even if it is not fully completed, such as Joe's far D
- hcb f + P has some startup of invincibility and can grab people out of their jumpins, similar to Clark's dp + K frankensteiner
- run up to opponent and do close C, as it will stop all jump attempts. Even better, if the opponent happens to jump behind you when the close C comes out, Iori automatically faces the correct side and will anti-air them
- hcb + K on the first hit guardcrushes fairly well. If the opponent's guardcrush bar begins to flash, a close C/far C, hcb + K will guardcrush on the first hit of hcb + K