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
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 |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
|
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 |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
|
2LK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
|
2MK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
|
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 |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
|
8HK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
|
Command Normals
Universal Mechanics
Throws
Roll
Counter Attack
Guard Cancel Movement
Dodge Attacks
Small Jump
Dash
Run
Special Moves
DP
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.