Capcom vs SNK 2/Iori

From SuperCombo Wiki

Introduction

Ioristance.gif

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 the normal and special move frame data so well, with my lack of HTML knowledge. And Iori IS in fact stylin. -DonQuixote

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

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 + punch 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

Supers

The Basics

Bread and Butter Combos

Openings

Super Combos

Custom Combos

Advanced Strategy

Wake-Up Pressure/Knockdown Mixups

Matchups

Random Tricks/Notes

Discussion

http://www.shoryuken.com/forums/forumdisplay.php?f=48