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
Stand Jab 5LP
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 5MP
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 5HP
Heavy Punch
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 5LK
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 5MK
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 5HK
Heavy Kick
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 cl5LP
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:
) 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.
cl5MP
Close Stand Strong Close cl5MP
Medium Punch
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
-
-
-
-
-
-
-
-
-
-
-
-
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cl5HP
Close Stand Fierce Close cl5HP
Heavy Punch
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 cl5LK
Light Kick
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
-
-
-
-
-
-
-
-
-
-
-
-
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cl5MK
Close Stand Forward Close cl5MK
Medium Kick
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
-
-
-
-
-
-
-
-
-
-
-
-
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cl5HK
Close Stand Roundhouse Close cl5HK
Heavy Kick
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
-
-
-
-
-
-
-
-
-
-
-
-
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Crouching Normals
2LP
Crouching Jab 2LP
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 2MP
Medium Punch
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
-
-
-
-
-
-
-
-
-
-
-
-
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2HP
Crouching Fierce 2HP
Heavy Punch
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
-
-
-
-
-
-
-
-
-
-
-
-
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2LK
Crouching Short 2LK
Crouching Light Kick
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
-
-
-
-
-
-
-
-
-
-
-
-
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2MK
Crouching Forward 2MK
Crouching Medium Kick
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
-
-
-
-
-
-
-
-
-
-
-
-
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2HK
Crouching Roundhouse 2HK
Crouching Heavy Kick
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
-
-
-
-
-
-
-
-
-
-
-
-
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Air Normals
8LP
Jumping Jab ,,or + 8LP
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 ,,or + 8MP
Medium Punch
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
-
-
-
-
-
-
-
-
-
-
-
-
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8HP
Jumping Fierce ,,or + 8HP
Heavy Punch
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
-
-
-
-
-
-
-
-
-
-
-
-
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8LK
Jumping Short ,,or + 8LK
Light Kick
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
-
-
-
-
-
-
-
-
-
-
-
-
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8MK
Jumping Forward ,,or + 8MK
Medium Kick
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
-
-
-
-
-
-
-
-
-
-
-
-
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8HK
Jumping Roundhouse ,,or + 8HK
Jumping Heavy Kick
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
-
-
-
-
-
-
-
-
-
-
-
-
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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
HP version
HP Version
HP Version
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
LP +
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 +
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 +
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
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