(Making use of global Template:Motion template) |
(Updated with Template:Motion) |
||
Line 41: | Line 41: | ||
| name = Stand Jab | | name = Stand Jab | ||
| input = 5LP | | input = 5LP | ||
| subtitle = {{ | | subtitle = {{Icon-Capcom|LP}} | ||
| image = CVS2_Iori_5lp.png | | image = CVS2_Iori_5lp.png | ||
| caption = Light Punch | | caption = Light Punch | ||
Line 48: | Line 48: | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = | ||
| subtitle = {{ | | subtitle = {{Icon-Capcom|LP}} | ||
| damage = 300 | | damage = 300 | ||
| stun = 4 | | stun = 4 | ||
Line 70: | Line 70: | ||
| name = Stand Strong | | name = Stand Strong | ||
| input = 5MP | | input = 5MP | ||
| subtitle = {{ | | subtitle = {{Icon-Capcom|MP}} | ||
| image = CVS2_Iori_5mp.png | | image = CVS2_Iori_5mp.png | ||
| caption = Medium Punch | | caption = Medium Punch | ||
Line 77: | Line 77: | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = | ||
| subtitle = {{ | | subtitle = {{Icon-Capcom|MP}} | ||
| damage = 800 | | damage = 800 | ||
| stun = 8 | | stun = 8 | ||
Line 99: | Line 99: | ||
| name = Stand Fierce | | name = Stand Fierce | ||
| input = 5HP | | input = 5HP | ||
| subtitle = {{ | | subtitle = {{Icon-Capcom|HP}} | ||
| image = CVS2_Iori_5hp.png | | image = CVS2_Iori_5hp.png | ||
| caption = Heavy Punch | | caption = Heavy Punch | ||
Line 108: | Line 108: | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = | ||
| subtitle = {{ | | subtitle = {{Icon-Capcom|HP}} | ||
| damage = 1300/1400 | | damage = 1300/1400 | ||
| stun = 13/14 | | stun = 13/14 | ||
Line 132: | Line 132: | ||
| name = Stand Short | | name = Stand Short | ||
| input = 5LK | | input = 5LK | ||
| subtitle = {{ | | subtitle = {{Icon-Capcom|LK}} | ||
| image = CVS2_Iori_5lk.png | | image = CVS2_Iori_5lk.png | ||
| caption = Light Kick | | caption = Light Kick | ||
Line 139: | Line 139: | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = | ||
| subtitle = {{ | | subtitle = {{Icon-Capcom|LK}} | ||
| damage = 500 | | damage = 500 | ||
| stun = 5 | | stun = 5 | ||
Line 161: | Line 161: | ||
| name = Stand Forward | | name = Stand Forward | ||
| input = 5MK | | input = 5MK | ||
| subtitle = {{ | | subtitle = {{Icon-Capcom|MK}} | ||
| image = CVS2_Iori_5mk.png | | image = CVS2_Iori_5mk.png | ||
| caption = Medium Kick | | caption = Medium Kick | ||
Line 168: | Line 168: | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = | ||
| subtitle = {{ | | subtitle = {{Icon-Capcom|MK}} | ||
| damage = 1000 | | damage = 1000 | ||
| stun = 10 | | stun = 10 | ||
Line 191: | Line 191: | ||
| name = Stand Roundhouse | | name = Stand Roundhouse | ||
| input = 5HK | | input = 5HK | ||
| subtitle = {{ | | subtitle = {{Icon-Capcom|HK}} | ||
| image = CVS2_Iori_5hk_1.png | | image = CVS2_Iori_5hk_1.png | ||
| caption = Heavy Kick | | caption = Heavy Kick | ||
Line 200: | Line 200: | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = | ||
| subtitle = {{ | | subtitle = {{Icon-Capcom|HK}} | ||
| damage = 1300 | | damage = 1300 | ||
| stun = 13 | | stun = 13 | ||
Line 225: | Line 225: | ||
| name = Close Stand Jab | | name = Close Stand Jab | ||
| input = cl5LP | | input = cl5LP | ||
| subtitle = Close {{ | | subtitle = Close {{Icon-Capcom|LP}} | ||
| image = CVS2_Iori_CL_5lp.png | | image = CVS2_Iori_CL_5lp.png | ||
| caption = Close Light Punch | | caption = Close Light Punch | ||
Line 232: | Line 232: | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = | ||
| subtitle = Close{{ | | subtitle = Close{{Icon-Capcom|LP}} | ||
| damage = 400 | | damage = 400 | ||
| stun = 4 | | stun = 4 | ||
Line 259: | Line 259: | ||
| name = Close Stand Strong | | name = Close Stand Strong | ||
| input = cl5MP | | input = cl5MP | ||
| subtitle = Close {{ | | subtitle = Close {{Icon-Capcom|MP}} | ||
| image = CVS2_Iori_CL_5mp.png | | image = CVS2_Iori_CL_5mp.png | ||
| caption = Medium Punch | | caption = Medium Punch | ||
Line 266: | Line 266: | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = | ||
| subtitle = Close{{ | | subtitle = Close{{Icon-Capcom|MP}} | ||
| damage = | | damage = | ||
| stun = | | stun = | ||
Line 288: | Line 288: | ||
| name = Close Stand Fierce | | name = Close Stand Fierce | ||
| input = cl5HP | | input = cl5HP | ||
| subtitle = Close {{ | | subtitle = Close {{Icon-Capcom|HP}} | ||
| image = CVS2_Iori_CL_5hp_1.png | | image = CVS2_Iori_CL_5hp_1.png | ||
| caption = Heavy Punch | | caption = Heavy Punch | ||
Line 298: | Line 298: | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = | ||
| subtitle = Close{{ | | subtitle = Close{{Icon-Capcom|HP}} | ||
| damage = 1200, 1100 | | damage = 1200, 1100 | ||
| stun = 12, 11 | | stun = 12, 11 | ||
Line 322: | Line 322: | ||
| name = Close Stand Short | | name = Close Stand Short | ||
| input = cl5LK | | input = cl5LK | ||
| subtitle = Close {{ | | subtitle = Close {{Icon-Capcom|LK}} | ||
| image = CVS2_Iori_CL_5lk.png | | image = CVS2_Iori_CL_5lk.png | ||
| caption = Light Kick | | caption = Light Kick | ||
Line 329: | Line 329: | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = | ||
| subtitle = Close{{ | | subtitle = Close{{Icon-Capcom|LK}} | ||
| damage = | | damage = | ||
| stun = | | stun = | ||
Line 351: | Line 351: | ||
| name = Close Stand Forward | | name = Close Stand Forward | ||
| input = cl5MK | | input = cl5MK | ||
| subtitle = Close{{ | | subtitle = Close{{Icon-Capcom|MK}} | ||
| image = CVS2_Iori_CL_5mk.png | | image = CVS2_Iori_CL_5mk.png | ||
| caption = Medium Kick | | caption = Medium Kick | ||
Line 358: | Line 358: | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = | ||
| subtitle = Close{{ | | subtitle = Close{{Icon-Capcom|MK}} | ||
| damage = | | damage = | ||
| stun = | | stun = | ||
Line 379: | Line 379: | ||
| name = Close Stand Roundhouse | | name = Close Stand Roundhouse | ||
| input = cl5HK | | input = cl5HK | ||
| subtitle = Close{{ | | subtitle = Close{{Icon-Capcom|HK}} | ||
| image = CVS2_Iori_CL_5hk.png | | image = CVS2_Iori_CL_5hk.png | ||
| caption = Heavy Kick | | caption = Heavy Kick | ||
Line 386: | Line 386: | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = | ||
| subtitle = Close{{ | | subtitle = Close{{Icon-Capcom|HK}} | ||
| damage = 1400 | | damage = 1400 | ||
| stun = 14 | | stun = 14 | ||
Line 411: | Line 411: | ||
| name = Crouching Jab | | name = Crouching Jab | ||
| input = 2LP | | input = 2LP | ||
| subtitle = | | subtitle = {{Motion|d}}{{Icon-Capcom|LP}} | ||
| image = CVS2_Iori_2lp.png | | image = CVS2_Iori_2lp.png | ||
| caption = Crouching Light Punch | | caption = Crouching Light Punch | ||
Line 440: | Line 440: | ||
| name = Crouching Strong | | name = Crouching Strong | ||
| input = 2MP | | input = 2MP | ||
| subtitle = | | subtitle = {{Motion|d}}{{Icon-Capcom|MP}} | ||
| image = CVS2_Iori_2mp.png | | image = CVS2_Iori_2mp.png | ||
| caption = Medium Punch | | caption = Medium Punch | ||
Line 469: | Line 469: | ||
| name = Crouching Fierce | | name = Crouching Fierce | ||
| input = 2HP | | input = 2HP | ||
| subtitle = | | subtitle = {{Motion|d}}{{Icon-Capcom|HP}} | ||
| image = CVS2_Iori_2hp.png | | image = CVS2_Iori_2hp.png | ||
| caption = Heavy Punch | | caption = Heavy Punch | ||
Line 500: | Line 500: | ||
| name = Crouching Short | | name = Crouching Short | ||
| input = 2LK | | input = 2LK | ||
| subtitle = | | subtitle = {{Motion|d}}{{Icon-Capcom|LK}} | ||
| image = CVS2_Iori_2lk.png | | image = CVS2_Iori_2lk.png | ||
| caption = Crouching Light Kick | | caption = Crouching Light Kick | ||
Line 530: | Line 530: | ||
| name = Crouching Forward | | name = Crouching Forward | ||
| input = 2MK | | input = 2MK | ||
| subtitle = | | subtitle = {{Motion|d}}{{Icon-Capcom|MK}} | ||
| image = CVS2_Iori_2mk.png | | image = CVS2_Iori_2mk.png | ||
| caption = Crouching Medium Kick | | caption = Crouching Medium Kick | ||
Line 561: | Line 561: | ||
| name = Crouching Roundhouse | | name = Crouching Roundhouse | ||
| input = 2HK | | input = 2HK | ||
| subtitle = | | subtitle = {{Motion|d}}{{Icon-Capcom|HK}} | ||
| image = CVS2_Iori_2hk.png | | image = CVS2_Iori_2hk.png | ||
| caption = Crouching Heavy Kick | | caption = Crouching Heavy Kick | ||
Line 591: | Line 591: | ||
| name = Jumping Jab | | name = Jumping Jab | ||
| input = 8LP | | input = 8LP | ||
| subtitle = | | subtitle = {{Motion|ub}},{{Motion|u}},or {{Motion|uf}}+{{Icon-Capcom|LP}} | ||
| image = CVS2_Iori_8lp.png | | image = CVS2_Iori_8lp.png | ||
| caption = Jumping Light Punch | | caption = Jumping Light Punch | ||
Line 620: | Line 620: | ||
| name = Jumping Strong | | name = Jumping Strong | ||
| input = 8MP | | input = 8MP | ||
| subtitle = | | subtitle = {{Motion|ub}},{{Motion|u}},or {{Motion|uf}}+{{Icon-Capcom|MP}} | ||
| image = CVS2_Iori_8mp.png | | image = CVS2_Iori_8mp.png | ||
| caption = Medium Punch | | caption = Medium Punch | ||
Line 627: | Line 627: | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = | ||
| subtitle = | | subtitle = {{Motion|ub}},{{Motion|u}},or {{Motion|uf}}+{{Icon-Capcom|MP}} | ||
| damage = | | damage = | ||
| stun = | | stun = | ||
Line 649: | Line 649: | ||
| name = Jumping Fierce | | name = Jumping Fierce | ||
| input = 8HP | | input = 8HP | ||
| subtitle = | | subtitle = {{Motion|ub}},{{Motion|u}},or {{Motion|uf}}+{{Icon-Capcom|HP}} | ||
| image = CVS2_Iori_8hp.png | | image = CVS2_Iori_8hp.png | ||
| caption = Heavy Punch | | caption = Heavy Punch | ||
Line 678: | Line 678: | ||
| name = Jumping Short | | name = Jumping Short | ||
| input = 8LK | | input = 8LK | ||
| subtitle = | | subtitle = {{Motion|ub}},{{Motion|u}},or {{Motion|uf}}+{{Icon-Capcom|LK}} | ||
| image = CVS2_Iori_8lk.png | | image = CVS2_Iori_8lk.png | ||
| caption = Light Kick | | caption = Light Kick | ||
Line 707: | Line 707: | ||
| name = Jumping Forward | | name = Jumping Forward | ||
| input = 8MK | | input = 8MK | ||
| subtitle = | | subtitle = {{Motion|ub}},{{Motion|u}},or {{Motion|uf}}+{{Icon-Capcom|LK}} | ||
| image = CVS2_Iori_8mk.png | | image = CVS2_Iori_8mk.png | ||
| caption = Medium Kick | | caption = Medium Kick | ||
Line 735: | Line 735: | ||
| name = Jumping Roundhouse | | name = Jumping Roundhouse | ||
| input = 8HK | | input = 8HK | ||
| subtitle = | | subtitle = {{Motion|ub}},{{Motion|u}},or {{Motion|uf}}+{{Icon-Capcom|LK}} | ||
| image = CVS2_Iori_8hk.png | | image = CVS2_Iori_8hk.png | ||
| caption = Jumping Heavy Kick | | caption = Jumping Heavy Kick | ||
Line 788: | Line 788: | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = LP | | version = LP | ||
| subtitle = {{Motion|623}} + {{ | | subtitle = {{Motion|623}} + {{Icon-Capcom|LP}} | ||
| damage = 1700 | | damage = 1700 | ||
| stun = 17 | | stun = 17 | ||
Line 807: | Line 807: | ||
| header = no | | header = no | ||
| version = MP | | version = MP | ||
| subtitle = {{Motion|623}} + {{ | | subtitle = {{Motion|623}} + {{Icon-Capcom|MP}} | ||
| damage = 700+1100 | | damage = 700+1100 | ||
| stun = 7+11 | | stun = 7+11 | ||
Line 826: | Line 826: | ||
| header = no | | header = no | ||
| version = HP | | version = HP | ||
| subtitle = {{Motion|623}} + {{ | | subtitle = {{Motion|623}} + {{Icon-Capcom|HP}} | ||
| damage = 400+600+1000 | | damage = 400+600+1000 | ||
| stun = 4+6+10 | | stun = 4+6+10 | ||
Line 857: | Line 857: | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = LP | | version = LP | ||
| subtitle = {{Motion|236}} + {{ | | subtitle = {{Motion|236}} + {{Icon-Capcom|LP}} | ||
| damage = 800 | | damage = 800 | ||
| stun = 8 | | stun = 8 | ||
Line 876: | Line 876: | ||
| header = no | | header = no | ||
| version = MP | | version = MP | ||
| subtitle = {{Motion|236}} + {{ | | subtitle = {{Motion|236}} + {{Icon-Capcom|MP}} | ||
| damage = 900 | | damage = 900 | ||
| stun = 9 | | stun = 9 | ||
Line 895: | Line 895: | ||
| header = no | | header = no | ||
| version = HP | | version = HP | ||
| subtitle = {{Motion|236}} + {{ | | subtitle = {{Motion|236}} + {{Icon-Capcom|HP}} | ||
| damage = 1000 | | damage = 1000 | ||
| stun = 4+6+10 | | stun = 4+6+10 | ||
Line 936: | Line 936: | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = Level 1 | | version = Level 1 | ||
| subtitle = {{ | | subtitle = {{Icon-Capcom|236}}{{Icon-Capcom|63214}} + {{Icon-Capcom|LP}} | ||
| damage = 2200 | | damage = 2200 | ||
| stun = 0 | | stun = 0 | ||
Line 955: | Line 955: | ||
| header = no | | header = no | ||
| version = Level 2 | | version = Level 2 | ||
| subtitle = {{ | | subtitle = {{Icon-Capcom|236}}{{Icon-Capcom|63214}}+ {{Icon-Capcom|MP}} | ||
| damage = 3700 | | damage = 3700 | ||
| stun = 0 | | stun = 0 | ||
Line 974: | Line 974: | ||
| header = no | | header = no | ||
| version = HP | | version = HP | ||
| subtitle = {{ | | subtitle = {{Icon-Capcom|236}}{{Icon-Capcom|63214}} + {{Icon-Capcom|HP}} | ||
| damage = 5000 | | damage = 5000 | ||
| stun = 0 | | stun = 0 |
Revision as of 22:52, 27 December 2020
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.
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.
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
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 | - |
|
5LP
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 | - |
|
5HP
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 | - |
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
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 | - |
|
5MK
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 | - |
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
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 | - |
|
Close Standing Normals
cl5LP
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:
|
cl5MP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
|
cl5HP
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 | - |
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
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
|
cl5MK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
|
cl5HK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1400 | 14 | SU | H/L | H | 6 | 3 | 21 | 30 | 3 | 3 | N/A |
close jab is a one frame link though, meaning it's a little too difficult to do really consistently. How does Iori manage to kick so high with that funky little cord tying his legs together? |
Crouching Normals
2LP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
|
2MP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
|
2HP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1100 | 11 | SP/SU | H/L | H/L | 4 | 5 | 20 | 29 | -1 | -1 | N/A |
Iori's other crouchable move. It doesn't really matter, though, since you'll probably never use this move as anything except as an anti-air at the 45 degree angle. It works fairly well as anti-air as long as you stick it out early enough, but it does tend to trade with the really high priority jump ins. When you use it as anti air you can buffer it into a fierce fireball to make your opponent land on it, but I would recommend throwing a jab fireball instead so that you can run after it and use it as cover to attempt to get in. |
2LK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
200 | 2 | RF/SP/SU | L | L | 4 | 4 | 8 | 16 | 5 | 5 | N/A |
|
2MK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
800 | 8 | SU | L | L | 5 | 4 | 20 | 29 | -2 | -2 | N/A |
I hardly ever use this move since low strong is just better all around. Also, the animation of this move is very misleading. Iori's entire foot doesn't have an active hitbox on it, making the move a lot shorter than it looks. Its actual range is nearly identical to Iori's low short, which is a lot better move to use in more situations. However, the move can only be canceled into supers, so if you're having a tough time landing B&B's into maiden masher due to accidental moves coming out, this could certainly help you out. You can also toss the move out and empty buffer the super behind it ala Chun in 3rd strike, but the hitbox on the move isn't THAT good. |
2HK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
|
Air Normals
8LP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
|
8MP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
|
8HP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
|
8LK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
|
8MK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
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- | - | - | - | - | - | - | - | - | - | - | - |
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8HK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
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- | - | - | - | - | - | - | - | - | - | - | - |
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Command Normals
Universal Mechanics
Throws
Roll
Counter Attack
Guard Cancel Movement
Dodge Attacks
Small Jump
Dash
Run
Special Moves
Dragon Punch
Fireball
Super Moves
Maiden Masher
Combos
No Meter combos:
Hit Confirms: 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 cr.strong x 2, qcb + fierce x 3 cr.short x 2, cr.strong, qcb + fierce x 3
Non Hit Confirms (punish combos) s.fierce, qcb + fierce x 3 close s.fierce, hcb + roundhouse close s.fierce xx Fierce DP s.strong, twd.strong, qcb + fierce x 3
jump fierce, Cl. Fierce, DP+Fierce (optimal stun damage)
Low Jump strong/roundhouse-> DP+Jab
-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).
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)
Advanced Strategy
Grooves & Groove specific strategy
C Groove
C-Groove Level 2 Cancel Combos-
Iori uses level 2 cancels pretty well. After his maiden masher is complete, Iori can cancel into any of his specials. The foremost being his Dragon Punch. Since maiden masher at level 3 only does 5000 damage, The cancels give Iori a much better damage/meter ratio, and allows him to use a meter for defensive purposes or be ready for another level 2 in a very short time.
Since Maiden masher is so easy to combo into, you'll get a lot of opportunities to land this.
Level 2 Maiden Masher
Cancel into
-Level 1 Maiden Masher (most damage, no tech roll)
-Fierce DP (1000 less damage, saves a level and 20 more stun) -Jab/Strong DP (even less damage, more time to setup or punish tech roll) -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)
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.