八神 庵, Yagami Iori | |
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Category | Normal |
Playstyle | Rushdown |
Difficulty | Simple/Easy |
Max Mode Needed? | Up to you, but it helps |
Tier Placement | Solid (B+) |
Standing Hitbox | ? |
Crouching Hitbox | Short |
Defense Modifier | 223 |
Wall Jump | No |
Introduction
Iori Yagami, one of the most popular characters in the KOF series and SNK characters in general, and infamously one of the strongest characters in several KOF releases. Here, he's basically a copy and paste of his KOF2002 iteration, so he still holds up quite well, however due to the system changes he does suffer a bit. Most notably, no hops, no running, and no manual Max Mode activation leaves his rushdown pressure to not be quite as good. Plus, he feels a tad slower. But if you play Iori in KOF, even if just a little, you already have enough know-how to play him in this game. After all, it's Iori - he almost never changes. Even if you prefer his Orochi form, it's still recommended to play normal Iori first just to get a hang of how Iori feels in SVC.
Strengths | Weaknesses |
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SVC Chaos: SNK VS Capcom Frame Data Glossary | |
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Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
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Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
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Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
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Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
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Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
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Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
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Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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5 | 6 | Mid | 5 | 5 | - | - | 6 | 4 | 5 | 15 | +3 | +1 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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5 | 6 | Low | 5 | 5 | - | - | 6 | 3 | 5 | 14 | +4 | +2 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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21 | 30 | Mid | 16 | 20 | - | - | 3 | 2, 5 | 14 | 24 | -1 | -3 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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21 | 30 | Mid | 16 | 20 | - | - | 6 | 6 | 13 | 25 | +1 | -1 | - | |
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Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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6 | 7 | Mid | 6 | 6 | - | - | 7 | 3 | 3 | 13 | +6 | +4 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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7 | 8 | Mid | 7 | 7 | - | - | 7 | 4 | 7 | 18 | +1 | -1 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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21 | 30 | Mid | 16 | 20 | - | - | 8 | 3 | 20 | 31 | -3 | -5 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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21 | 30 | Mid | 16 | 20 | - | - | 11 | 8 | 20 | 39 | -8 | -10 | - | |
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Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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5 | 6 | Mid | 5 | 5 | - | - | 6 | 4 | 7 | 17 | +1 | -1 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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5 | 6 | Low | 5 | 5 | - | - | 6 | 5 | 5 | 16 | +2 | +0 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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17 | 18 | Mid | 16 | 16 | - | - | 8 | 5 | 16 | 29 | -1 | -3 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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21 | 30 | Low | 16 | 16 | - | - | 6 | 6 | 31 | 43 | SKD | -19 | - | |
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Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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6 | 7 | Overhead | 6 | 6 | - | - | 4 | 9 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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7 | 8 | Overhead | 7 | 7 | - | - | 5 | 7 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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21 | 30 | Overhead | 16 | 20 | - | - | 9 | 3 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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21 | 30 | Overhead | 16 | 20 | - | - | 6 | 3, 2 | - | - | - | - | - | |
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Command Normals
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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f.A | 14(10) | 18(13) | Mid | 11(7) | 16(10) | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
f.A > [A] | 14(10) | 18(13) | Mid | 11(7) | 16(10) | - | - | - | - | - | - | - | - | - |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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14(10) | 18(13) | Mid | 11(7) | 14(10) | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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10 | 14 | Mid | 7 | 10 | - | - | - | - | - | - | - | - | - | |
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Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Special Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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16 | 20 | Mid | 11 | 8 | - | - | - | - | - | - | - | - | - | |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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dp A | 20 | 20 | Mid | 11 | 8 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp C | 16x3 | 20 | Mid | 11x3 | 8x3 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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dp B | 22 | 26 | Mid | 16 | 0 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp D | 24 | 28 | Mid | 16 | 0 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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1st Rekka | 11 | 13 | Mid | 2 | 8 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
2nd Rekka | 11 | 13 | Mid | 4 | 8 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
3rd Rekka | 13 | 16 | Mid | 6 | 11 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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1st Rekka | 11 | 13 | Mid | 2 | 8 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
2nd Rekka | 11 | 13 | Mid | 4 | 8 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
3rd Rekka | 13 | 16 | Mid | 6 | 11 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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hcb B | 11+0+14 | 11, 0, 14 | Mid | 0 | 0 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
hcb D | 11+0+14 | 11, 0, 14 | Mid | 0 | 0 | - | - | - | - | - | - | - | - | - |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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0 | 0 | Mid | 0 | 0 | - | - | - | - | - | - | - | - | - | |
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Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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0+(1x7)+32 | 0, 1, 32 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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(1x6)+14 | 1, 14 | X | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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0+(32x7) | 0, 32 | Overhead | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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29x4 | 29 | Mid | 0 | 0 | 0 | X | 1+1 | 63 | 13 | 78 | HKD (+6) | X | 1F~2F (startup), 3F~19F (Full body invul during active), 20F~65F (Upper body invul above knees) | |
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Strategy
Basic Strategy
Iori's gameplan
Iori is a damage-based character(That means, he is fully offensive). What do you need to do? Damage(With his easy combos), crossup combos(You know how, and the crossup ones are easy to land), mixups(You have a slow overhead and a standing low-hitting move for that), anti-airs(DP is the best one for that), meaty projectiles(Free damage is still damage) and things like that(If you're doing damage, you're okay). If you need to punish, do it with a damaging combo(Especially if you use his dash super with the followup, or in case you're in Max Mode, cancel if you punished a projectile), that's how Iori works. If you're a KoF 2002 player, of course, you can use his strategies from there, but I can't say that they will work(In that game, we had short hops, which helped on Iori's offensive game). Well, that's it, be offensive, and good luck in your future games.
Advanced Strategy
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
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May change to numpad notation much later down the road. |
Starters
Combo | Position | Damage | Stun | Difficulty | Notes |
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cl.B, cl.C | TBA | TBA | TBA | TBA | Iori's link and potential starter. You can learn it if you want since it's the best followup for his crossup command normal in a combo. You can also land it on a front facing opponent, but it also suffers from inconsistency issues. Iori needs to be close enough to land the cl.B to begin with, and then link cl.C right away which more likely results in Iori getting st.C instead. There's also the likelihood that Iori gets cl.C but the opponent is pushed too far back on front hit resulting in a whiffed cl.C instead. As with almost any link in KOF in general, you DON'T need it. It's a pretty tight link, so it's better to just ignore it and go for his more consistent options as you lose almost nothing. The pushback on cl.B makes it easy to drop. |
cr.B x1-2, cr.A, (f.A) | TBA | TBA | TBA | TBA | Consistent low hitting light starter. Chaining cr.B into cr.A takes some practice but it's easy to learn, and something you should prioritize learning if you're playing Iori in any capacity. Omit f.A unless you're comboing into super, since f.A is only super cancellable. |
cl.B, f.A~A | TBA | TBA | TBA | TBA | Another light starter that also hits low, but unlike KOF, the knockback in SVC can actually prevent Iori from comboing after the f.A command normal. If this connects as a backhit, then the follow-ups afterwards are more consistent, but front hitting it's not as reliable. You can omit the second A attack if you're super cancelling to ensure the combo lands or if you're in Max Mode. Still useful to know since it doesn't drop in regular KOF, and it likely won't drop against bigger characters, just keep in mind it has consistency issues. |
cl.C, (f.A~A) | TBA | TBA | TBA | TBA | Heavy starter. Since the f.A is only super or free cancellable on the first hit, you usually can only do cl.C in a combo. Doing the f.A command normal will connect the first hit but the second hit will whiff. |
j.4B, any starter | TBA | TBA | TBA | TBA | Easiest way to confirm a cl.B, cl.C link if you want to use it. All other starters work just fine, though, and are what you'll see in most matches instead. Usually, people opt for either cl.C or cr.B, cr.A instead. |
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
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(j.X,) Starter, qcb P x3 | TBA | TBA | TBA | TBA | Simple Iori BnB that you'll do in every match as it's an easy confirm/punish into rekka or Maiden Masher. Can be done both as a low starter and with a cl.C after a punish/front step. |
(j.X,) cl.B, f.A~A, qcb A x3 | TBA | TBA | TBA | TBA | The same as his normal rekka combo but with a catch to it. On backhit, it combos like normal, but on front hit, the first qcb A whiffs. It is possible to still combo the rest of the rekka so long as you cancel the first rekka very quickly. Button hold helps in this regard. |
(j.X,) cl.C, hcb K | TBA | TBA | TBA | TBA | Roughly the same (if not more than) damage as rekka that Iori can get, which also leads into a HKD. |
hcb~f P, dash, cl.C starter combo | TBA | TBA | TBA | TBA | Another staple Iori combo you'll see a lot in KOF is to combo off of his command grab. In KOF, even if you cannot perform the run up cl.C, it was only a damage optimization, so you could opt for st.C or go straight to special/super anyways. Unfortunately, that's not the case here. Iori absolutely must run up to do cl.C to start any combo since st.C is not special cancellable outside of max mode. While Iori can super cancel st.C, the super will not combo from the distance set by command grab. Either that or go right to special/super. It's easier to do here since it's a dash instead of run, so Iori will always run a set distance so timing cl.C is easier, but is still a skill you need to practice. |
Combo | Position | Damage | Stun | Difficulty | Notes |
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(j.X,) Starter, qcf~hcb P > qcf x4 AC | TBA | TBA | TBA | TBA | Simple Iori BnB that you'll do in every match as it's an easy confirm/punish into rekka or Maiden Masher. Can be done both as a low starter and with a cl.C after a punish/front step. |
cr.A, hcb~f P, cr.A, hcb~f P, dash, cl.C, qcb C x3 / qcf~hcb P > qcf x4 AC | Corner | TBA | TBA | TBA | Only when Iori is in the corner. A very hard combo, but possible in a real match even though you'll likely drop it anyways. You can add a crossup attack to go in the corner too if you need a little more damage and a hit-confirm also. It might be possible to loop the cr.A > hcb~f P command grab loop midscreen as well, as it is possible in KOF, but the timing is different due to a forward dash instead of run. Combo purely for styling on the opponent. To buffer command grab, simply do half of the hcb motion, then press cr.A, and finish the motion to cancel cr.A into command grab as quickly as possible.
Needs confirmation that this works. Doing cr.A > hcb~f P whiffs the command grab on front hitting Ryu at point blank range, suggesting this is not a possible combo. |
Max Mode Combos
- Note: You can opt to replace cl.C with a light starter into f.A, but keep in mind that f.A is only cancellable into special in max mode, so you're sacrificing some max mode meter for the tradeoff of a low/light starter, and more time to hit-confirm said combo.
Combo | Position | Damage | Stun | Difficulty | Notes |
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(j.X) cl.C, [hcb K(1), (C)dp C(2)]xN, (SC)qcf~hcb P > qcf x4 AC | TBA | TBA | TBA | TBA | One of Iori's best Max Mode combos. He has more options, but this is one of the most consistent combos while also being decently damaging. Does overall less damage than in KOF2002, but it's still a must-have if you're doing Max Mode combos to optimize Iori's damage output. Can combo into ranbu super either from dp C or hcb K, so you're not restricted to where you can super cancel. |
(j.X) cl.C, [dp C(2), (C)qcb P]xN, (SC)qcf~hcb P > qcf x4 AC | TBA | TBA | TBA | TBA | Just another option for a combo. Harder to land than the above since the input reader can very easily mistake your DP motion as a ranbu input buffer. |
(j.X) cl.C, [dp C(2), (C)hcb K]xN, (SC)qcf x2 B | TBA | TBA | TBA | TBA | A slight variant to Iori's default max mode combo. Instead of comboing into ranbu super, you super cancel into his dp K super. It must be the B version of the super, which is fast enough to combo, whereas the D version has longer startup. No real reason to go for this option beyond style points, or if you really struggle to do ranbu inputs after hcb K but need a super cancel after it. qcf x2 B will not combo off of dp C(2). |
(j.X,) cl.C, hcb K(1), [(C)dp K, (C)hcb K(1),]xN, super | TBA | TBA | TBA | TBA | Another max mode combo variant. Mostly just there to look cool. |