Difference between revisions of "The King of Fighters XV/Iori Yagami"

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[[File:KOFXV Iori Profile.png|right|thumb]]
{{CharNavbox_XV}}
 
[[File:KOFXV Iori Profile.png|thumb|The Yagami clan is one of three ancient clans entrusted with a Sacred Treasure. As a descendent of this clan, Iori has access to abilities that allow him to tear apart his foes, and powerful amethyst flames granted by his knowledge of the Yagami Style of Ancient Martial Arts. His ancestors signed a blood-pact with Orochi 660 years ago, sparking a feud with the Kusanagi clan. Despite this, he decides to up-hold his duties as a member of the original sacred clans and joins KOF.]]
==Introduction==
{{TOClimit|3}}
The Yagami clan is one of three ancient clans entrusted with a Sacred Treasure. As a descendent of this clan, Iori has access to abilities that allow him to tear apart his foes, and powerful amethyst flames granted by his knowledge of the Yagami Style of Ancient Martial Arts. His ancestors signed a blood-pact with Orochi 660 years ago, sparking a feud with the Kusanagi clan. Despite this, he decides to up-hold his duties as a member of the original sacred clans and joins KOF.
 
==Movelist==
==Movelist==
(*) = EX OK
(*) = EX OK
Line 22: Line 20:


Ge-Shiki * Yumebiki - [[image:fd.gif]] + [[image:a.gif]]
Ge-Shiki * Yumebiki - [[image:fd.gif]] + [[image:a.gif]]
:┗Follow Up - [[image:fd.gif]] + [[image:a.gif]]
:┗Follow Up - [[image:a.gif]]


Ge-Shiki * Gofu In "Shinigami" - [[image:fd.gif]] + [[image:b.gif]]
Ge-Shiki * Gofu In "Shinigami" - [[image:fd.gif]] + [[image:b.gif]]
Line 46: Line 44:
'''Super Special Moves'''
'''Super Special Moves'''


Kin 1211 Shiki * Yaotome - [[image:qcf.gif]][[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)
Kin 1211 Shiki * Yaotome - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)
:┗Ura 316 Shiki * Saika - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]][[image:c.gif]]
:┗Ura 316 Shiki * Saika - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]][[image:c.gif]]


Ura 1018 Shiki * Yashiori - [[image:qcb.gif]][[image:hcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)
Ura 1018 Shiki * Yashiori - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)


'''Climax Super Special Moves'''
'''Climax Super Special Moves'''


Ura 1018 Shiki * Hozuki - [[image:qcb.gif]][[image:hcf.gif]] + [[image:c.gif]][[image:d.gif]]
Ura 1018 Shiki * Hozuki - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]][[image:d.gif]]


{| border="1" align="center" style="font-size:90%"
{| border="1" align="center" style="font-size:90%"
|+  
|+
 
== Quick Combo Reference ==
== Quick Combo Reference ==
'''[[The_King_of_Fighters_XV/Controls|Notation]]'''
'''[[The_King_of_Fighters_XV/Controls|Notation]]'''
Line 62: Line 61:
| '''0 Meter'''
| '''0 Meter'''
|
|
Placeholder<br/>
Anywhere<br/>
Placeholder<br/>
Anywhere<br/>
|
2B 2A 6A 214C~214P~214P = 185 dmg<br/>
2B 2A 214A~214P~214P (max range) = 154 dmg<br/>
|-
| '''0.5 Meter'''
|
Anywhere<br/>
Corner<br/>
Anywhere<br/>
|
|
( = dmg<br/>
2B 2A 236AC, 623D~63214K = 276 dmg<br/>
( = dmg<br/>
2B 2A 236AC, 623D~214A~214P, 623C = 297 dmg<br/>
2B 2A 6A 214AC~214P~214P, 214A~214P~214P (can add OTG) = 274 dmg<br/>
|-
|-
| '''1 Meter'''
| '''1 Meter'''
|
|
Placeholder<br/>
Anywhere<br/>
Placeholder<br/>
Corner<br/>
|
2B 2A 6A 214AC~214P~214P, 214A~214P~214P, 63214BD = 314 dmg<br/>
2B 2A 236AC, 623BD, 236A, 623C = 334 dmg<br/>
|-
| '''1.5 Meters'''
|
Anywhere<br/>
Corner<br/>
|
2B 2A 236AC, 623BD, 214AC~214P~214P, 214A~214P~214P = 361 dmg<br/>
2B 2A 236AC, 623D~214A~214P, 623A(1) 2363214P = 369 dmg<br/>
|-
| '''2.0 Meters'''
|
Anywhere<br/>
Corner<br/>
|
2B 2A 236AC, 623BD, 236A 2363214P = 371 dmg<br/>
2B 2A 236AC, 623BD, 236A, 623A 2363214P = 408 dmg<br/>
|-
| '''2.5 Meters'''
|
Midscreen<br/>
Corner<br/>
|
|
( = dmg<br/>
2B 2A 236AC, 623D~236C 2363214P 236236AC = 455 dmg<br/>
( = dmg<br/>
2B 2A 236AC, 623D~214A~214P, 623A(1) 2363214P 236236AC = 479 dmg<br/>
|-
|-
| '''2 Meters'''
| '''3.0 Meters'''
|
|
Placeholder<br/>
Anywhere<br/>
Placeholder<br/>
|
|
( = dmg <br/>
2B 2B f.5B BC, cl.5C 236C 2363214P 2141236CD = 560 dmg<br/>
( =  dmg<br/>
|-
|-
| '''4.0 Meters'''
|
Anywhere<br/>
|
2B 2B f.5B BC, cl.5C 236C 2363214AC 2141236CD = 647 dmg<br/>
|}
|}


==Gameplay Overview==
==Gameplay Overview==
{{StrengthsAndWeaknesses
| intro = {{SUBPAGENAME}} is an All-Rounder character. A KOF mainstay, he has long rewarded players with strong fundamentals. His versatile toolkit enables a flexible gameplan able to adapt to any situation.
| pros=
* '''Strong Rushdown''': Iori can be rather frightening once he's allowed to get in. His suite of good standing normals, great jumping buttons, far-reaching specials and a great DP let him push through the opponents offense. His ground-travelling fireball is also incredibly fast, letting him put on pressure with it from afar. With his wide toolset, Iori has the ability to fight at all ranges while aggressively approaching.
* '''Great Conversions''': Easy to combo into his Rekka series for consistent damage at all ranges. The EX version launches, letting Iori continue the combo further. Iori is also constantly threatening hard knockdown thanks to his Rekka ender, which leads right into his close-range mixup game.
* '''Hard Knockdowns Galore''': Iori gets hard knockdown off of tons of stuff, like his rekka ender, his running command grab, and his Yaotome super. From here, Iori can get some great mixup potential and force it all over again, or back off and space out his opponent.
* '''Solid Mix''': Iori has great mixup off of a hard knockdown. He has great buttons for the usual KOF jumpin high/low, but he can also cross up with j.4B, otherwise known as the infamous "taco kick". He also has a fast command grab to open up blockers, and though it doesn't deal damage, he can link it into f.C for a full combo or CD for full screen corner carry and hard knockdown.
* '''Meter Dump''': All of Iori's EX moves and supers are fantastic meter dump opportunities. He can use them to help him combo, tack on extra damage after a hard knockdown, or punish approaches from fullscreen. His two-bar Quick Max meter dump also does great damage for the cost, making him a serious threat when he has access to Max Mode. His 0.5/1 bar combos are also highly damaging, with midscreen combos dealing close to 450 damage and corner combos dealing 500.
* '''Mobility''': Iori's run speed is among the fastest in the game, but where he truly distinguishes himself is with "taco backdashes". These two factors give him both incredible forward mobility and nigh unmatched backward mobility respectively, making Iori not only difficult to catch, but also difficult to outspace.
| cons=
* '''Poor Kick Normals''': His big kick normals have all been neutered from previous entries, being slower and easier to punish. Since Iori usually relies on his kick normals to contest space in the midrange, this has noticeably weakened his overall gameplan. 
* '''Systemic Weakness''': KOFXV has made serious changes to wakeup throw that overall hamper his mix and pressure. Iori must now space himself out much more than usual or risk going for a mixup to open his opponents up.
* '''Fireball War Loser''': Iori's fireballs are only ok, with longer than average recovery. This makes him really vulnerable to fireball wars, although he has some other moves to alleviate keepaway.
}}
Iori, the perennial poster child of KOF after his rival Kyo, enters into KOFXV as a all-rounder with rushdown flair. Iori's deal is speed. He loves to get into his opponents face with his fast running speed, wide-reaching normals, and fast special moves. Once he's in, Iori can confirm into his rekka series and get a hard knockdown where it really begins. He can run high/low, left/right crossup and even command grab pressure to open his opponents up. Then, he can either spend meter to cancel into big damage or stock his resources and force hard knockdown again. Overall, Iori is a mainstay in the KOF series for a reason, and beginners and veterans alike flock to him for all he offers.


==Normals==
==Normals==
===Far Standing Normals===
====Far A====
{{FrameDataCargo-KOFXV
|moveId=iori_fa
|description=
* Mid poke that is plus on block.
* Furthest reaching cancellable light normal.


===Far Standing Normals===
A generic midrange poke. Notably good for blockstrings, as Far A into 236A makes Iori somewhat plus.  
{{MoveData
|image=
|caption=
|name=Far A
|data=
{{AttackData-KOFXV
|damage=25
|stun=30
|startup=7
|active=
|recovery=
|hitAdv=
|blockAdv=0
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
====Far B====
{{FrameDataCargo-KOFXV
|moveId=iori_fb
|description=
* Long and fast mid poke.
* Excellent for frametraps at the end of light strings.


 
Since Far D got neutered, this is probably the best possible normal to throw out at semi-close range. Since it is not special cancellable, you won't get much on hit. Still good for contesting space.
{{MoveData
|image=
|caption=
|name=Far B
|data=
{{AttackData-KOFXV
|damage=30
|stun=30
|startup=6
|active=
|recovery=
|hitAdv=
|blockAdv=-2
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
 
====Far C====
 
{{FrameDataCargo-KOFXV
{{MoveData
|moveId=iori_fc
|image=
|description=
|caption=
* Excellent speed and cancel-ability makes this a dangerous trapping tool after Close/Far A.
|name=Far C
* Can be whiff cancelled.
|data=
{{AttackData-KOFXV
|damage=70
|stun=70
|startup=9
|active=
|recovery=
|hitAdv=
|blockAdv=-2
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
====Far D====
{{FrameDataCargo-KOFXV
|moveId=iori_fd
|description=
* Iori's biggest poke.
* A shadow of its former self. Being both slower and shorter.


 
Once one of Iori's best tools, Far D has gone through a rough time. Its far slower than usual, far shorter than usual, and leads to overall less reward on hit. That being said, this move is still incredibly useful if you have Max Mode stocked, since you can easily cancel it into Quick Max > cl.C > 6B > 236C > Yaotome > Saika for big damage.
{{MoveData
|image=
|caption=
|name=Far D
|data=
{{AttackData-KOFXV
|damage=80
|stun=70
|startup=12
|active=
|recovery=
|hitAdv=
|blockAdv=-7
|hitbox=
|invul=
|description= * Enter move description here.
*
*
*
}}
}}
}}




===Close Standing Normals===
===Close Standing Normals===
{{MoveData
====Close A====
|image=
{{FrameDataCargo-KOFXV
|caption=
|moveId=iori_cla
|name=Close A
|description=
|data=
* Gives lots of plus frames for frametraps.  
{{AttackData-KOFXV
* Links into Close C for combos.
|damage=25
|stun=30
|startup=5
|active=
|recovery=
|hitAdv=
|blockAdv=+2
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
 
====Close B====
 
{{FrameDataCargo-KOFXV
{{MoveData
|moveId=iori_clb
|image=
|description=
|caption=
* Low attack, doing more damage than 2B.
|name=Close B
* Can be linked into Close C or canceled directly.
|data=
If your opponent is conditioned to sit still on a jumpin, Close B can be a great way to empty low them. It instantly goes into 6A which then combos into whatever you want.
{{AttackData-KOFXV
|damage=30
|stun=30
|startup=5
|active=
|recovery=
|hitAdv=
|blockAdv=+2
|hitbox=
|invul=  
|description= * Enter move description here.
*
*
}}
}}
}}


 
====Close C====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=iori_clc
|caption=
|description=
|name=Close C
* Incredibly fast normal for combos & anti-airs.
|data=
* Isn't cancel-able if it hits later in the active frames. Happens commonly when used to anti air.
{{AttackData-KOFXV
* Forces stand.
|damage=70
|stun=70
|startup=4
|active=
|recovery=
|hitAdv=
|blockAdv=-5
|hitbox=
|invul=
|description= * Enter move description here.  
*  
*
}}
}}
}}


 
====Close D====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=iori_cld
|caption=
|description=
|name=Close D
* Anti-air. Barely hits crouching opponents.
|data=
* Forces stand.  
{{AttackData-KOFXV
|damage=80
|stun=70
|startup=7
|active=
|recovery=
|hitAdv=
|blockAdv=-1
|hitbox=
|invul=
|description= * Enter move description here.
*
}}
}}
}}


===Crouch Normals===
===Crouch Normals===
{{MoveData
====Crouch A====
|image=
{{FrameDataCargo-KOFXV
|caption=
|moveId=iori_2a
|name=Crouch A
|description=
|data=
* Lots of frame advantage, just like Close A, but at slower startup.
{{AttackData-KOFXV
}}
|damage=25
====Crouch B====
|stun=30
{{FrameDataCargo-KOFXV
|startup=6
|moveId=iori_2b
|active=
|description=
|recovery=
* Iori's fastest normal along with Close C.
|hitAdv=
* Chains into all his other light normals.
|blockAdv=+2
}}
|hitbox=
====Crouch C====
|invul=  
{{FrameDataCargo-KOFXV
|description= * Enter move description here.
|moveId=iori_2c
*  
|description=
*
* Cancel-able anti-air.
}}
* Quite fast, good for reaction anti-airing hops (before the opponent's attack is active) from close range.
* Short horizontal range, only hits crouching opponents from very close.
* Has a later than usual cancel window.
}}
}}


 
====Crouch D====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=iori_2d
|caption=
|description=
|name=Crouch B
* Incredible speed and range for a sweep, but also incredibly punishable.  
|data=
* Situational punisher.
{{AttackData-KOFXV
* Can be canceled into Max Mode.  
|damage=30
|stun=30
|startup=4
|active=
|recovery=
|hitAdv=
|blockAdv=-1
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Crouch C
|data=
{{AttackData-KOFXV
|damage=70
|stun=70
|startup=6
|active=
|recovery=
|hitAdv=
|blockAdv=-4
|hitbox=
|invul=
|description= * Enter move description here.
*  
*
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Crouch D
|data=
{{AttackData-KOFXV
|damage=80
|stun=70
|startup=6
|active=
|recovery=
|hitAdv=
|blockAdv=-21
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}


===Jump Normals===
===Jump Normals===
{{MoveData
====Jump A====
|image=
{{FrameDataCargo-KOFXV
|caption=
|moveId=iori_ha,iori_ja
|name=Jump A
|name=jump A
|data=
|input=j.A
{{AttackData-KOFXV
|description2=* Ambiguous jump-in / air-to-air button.  
|damage=45
* Gets beaten by low-profiling moves.
|stun=30
|startup=6
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
 
====Jump B====
 
{{FrameDataCargo-KOFXV
{{MoveData
|moveId=iori_hb,iori_jb
|image=
|name=jump B
|caption=
|input=j.B
|name=Jump B
|description2=* Long reaching air-to-air.  
|data=
* Doesn't hit crouching opponents.
{{AttackData-KOFXV
|damage=45
|stun=30
|startup=5
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
 
====Jump C====
 
{{FrameDataCargo-KOFXV
{{MoveData
|moveId=iori_hc,iori_jc
|image=
|name=jump C
|caption=
|input=j.C
|name=Jump C
|description2=
|data=
* Go-to jumpin button.  
{{AttackData-KOFXIV
* Hitbox is low enough to even catch low profiling opponents.
|damage=70
|stun=70
|startup=11
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}


 
====Jump D====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=iori_hd,iori_jd
|caption=
|name=jump D
|name=Jump D
|input=j.D
|data=
|description2=* Long reaching air-to-air. Slightly shorter than j.B.  
{{AttackData-KOFXV
* Doesn't hit crouching opponents.
|damage=70
|stun=70
|startup=6
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}


 
==Rush Moves==
===Hop Normals===
{{FrameDataCargo-KOFXV
{{MoveData
|moveId=iori_rush1,iori_rush2
|image=
|name=rush
|caption=
|input=cl.AA/cl.AAX
|name=Hop A
|description2=* Huge frametrap window after Close A.  
|data=
* Meterless version leads into A rekkas for 3 more hits to confirm/frametrap with.
{{AttackData-KOFXV
|damage=40
|stun=30
|startup=5
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}


 
===Blowback===
{{MoveData
====Blowback====
|image=
{{FrameDataCargo-KOFXV
|caption=
|moveId=iori_cd
|name=Hop B
|description=
|data=
* Lots of active frames makes this a great move for covering ground & hop space.  
{{AttackData-KOFXV
* Whiff cancel into 214Ps to gain lots of unexpected range.
|damage=40
* Safe on block.
|stun=30
|startup=5
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=  
|description= * Enter move description here.  
*
*  
}}
}}
}}


 
====ShatterStrike====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=iori_236cd
|caption=
|description=
|name=Hop C
*Easily confirmed into in combos.  
|data=
{{AttackData-KOFXV
|damage=70
|stun=70
|startup=11
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}


 
====jump CD====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=iori_hcd,iori_jcd
|caption=
|name=jump CD
|name=Hop D
|input=j.CD
|data=
|description2=* Very aggressive CD attack.
{{AttackData-KOFXV
* Can get low-profiled under.
|damage=70
Iori's best jumping button for getting into his opponents grill. Hyperhop j.CD is a great way to force respect thanks to its aggressive angle and great hitbox. Can be hard for many characters to contest, even with anti-airs.
|stun=70
|startup=6
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*  
*
}}
}}
}}


 
==Throws==
===Blowback===
===Sakahagi===
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=iori_cthrow
|caption=
|name=Sakahagi
|name=Stand CD
|input=(close) 4/6C
|data=
|description=* Sets up a hyper hop safejump in the corner.  
{{AttackData-KOFXV
|damage=75
|stun=100
|startup=12
|active=
|recovery=
|hitAdv=
|blockAdv=-4
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
 
===Kanyarai===
 
{{FrameDataCargo-KOFXV
{{MoveData
|moveId=iori_dthrow
|image=
|name=Kanyarai
|caption=
|input=(close) 4/6D
|name=Jump CD
|description=* Hard knockdown but Iori doesn't really have time to set up anything.  
|data=
{{AttackData-KOFXV
|damage=90
|stun=80
|startup=12
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.  
*
*
}}
}}
}}


 
==Command Moves==
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=iori_f+a
|caption=
|description=
|name=Hop CD
* Virtually identical to his 5C, only less damage.  
|data=
* Combo filler that lets you combo heavy rekkas from light attacks.
{{AttackData-KOFXV
* The damage is overall low and could worsen the scaling on your combo, so it you don't need it for your combo to work, it's ok to omit it.
|damage=80
|stun=80
|startup=12
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*  
}}
}}
}}


==Throws==
{{FrameDataCargo-KOFXV
{{MoveData
|moveId=iori_f+a>a
|image=
|description=
|caption=
* This follow-up typically whiffs after any normal other than a close range light normal, such as close B.  
|name=Sakahagi
* Does far more damage than the first part of 6A, but requires more set-up to connect, such as after his command grab.
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}




{{MoveData
|image=
|caption=
|name=Kanyarai
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
==Command Moves==
{{MoveData
|image=
|caption=
|name=Ge Shiki • Yumebiki
|input=6A
|data=
{{AttackData-KOFXV
|damage=30
|stun=40
|startup=9
|active=
|recovery=
|hitAdv=
|blockAdv=-6
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
{{MoveData
|image=
|caption=
|name=Ge Shiki • Yumebiki (Follow up)
|input=6A after Yumebiki
|data=
{{AttackData-KOFXV
|damage=70
|stun=60
|startup=10
|active=
|recovery=
|hitAdv=
|blockAdv=-6
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}


{{FrameDataCargo-KOFXV
|moveId=iori_f+b
|description=
* Slow grounded overhead that can be Max cancelled.
* As a string filler it's almost identical to 6A, but the slower speed makes it easier to hitconfirm.
* Frame traps when cancelled into.


{{MoveData
Outside of combo filler, throwing this out in pressure and meterdumping is a great way to put the fear of god into your opponent.  
|image=
|caption=
|name=Ge-Shiki • Gofu in "Shinigami"
|input=6B
|data=
{{AttackData-KOFXV
|damage=70
|stun=60
|startup=24
|active=
|recovery=
|hitAdv=
|blockAdv=-4
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}




{{MoveData
 
|image=
{{FrameDataCargo-KOFXV
|caption=
|moveId=iori_jb+b
|name=Ge-Shiki • Yuriori
|description=
|input=j.4B
* Iori's "Taco" Kick. Originating from the Spanish word "Tacón", referring to the heel of a shoe.
|data=
* Crossup tool. Neither ambiguous nor an overhead, but still a staple of his pressure/mixup game. Often used with hyper hops on opponent's wakeup.
{{AttackData-KOFXV
* While somewhat predictable, the threat of Iori's command grab and the sheer speed of his movement can open people up with this if you run enough pressure.  
|damage=55
* Can be used during backdashes to slightly increase the distance.
|stun=60
* Allows for combos the deeper it hits.
|startup=5
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
==Special Moves==
==Special Moves==


{{MoveData
===108 Shiki • Yamibarai===
|image=
{{FrameDataCargo-KOFXV
|caption=
|moveId=iori_236a,iori_236c,iori_236ac
|name=108 Shiki • Yami Barai
|name=108 Shiki • Yamibarai
|input=236A/C
|input=236A/C/AC
|data=
|description3=* Ground-following projectile.
{{AttackData-KOFXV
* A is slow, C is fast.
|version=A
* Punishable if used up close (even on hit).  
|damage=
* EX version is short but puts the opponent in a crumple state. Great for converting jab strings into higher damage.
|stun=
* Connects as an OTG (w/ more damage than OTG 63214BD) after common combo enders such as 214C rekkas, 214A rekkas from 2A, or any rekkas in the corner.
|startup=
* Sets up an easy safe jump after hitting OTG - simply hold u/f (normal jump) or super jump forward immediately after.
|active=
* Does not connect OTG from 214AC rekkas > 214A rekkas midscreen or 2363214P super.
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
}}
{{AttackData-KOFXV
|version=C
|header=no
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
}}
{{AttackData-KOFXV
|version=EX
|header=no
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
}}
}}
}}


 
===100 Shiki • Oniyaki===
 
{{FrameDataCargo-KOFXV
{{MoveData
|moveId=iori_623a,iori_623c,iori_623ac
|image=
|caption=
|name=100 Shiki • Oniyaki
|name=100 Shiki • Oniyaki
|input=623A/C
|input=623A/C/AC
|data=
|description3=* Reversal/anti-air.
{{AttackData-KOFXV
* A version has invincibility vs air attacks.  
|damage=
* C & EX versions have full invincibility.
|stun=
A version recovers incredibly fast. Its negativity on block is a result of very low blockstun.
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}


 
===127 Shiki • Aoibana===
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=iori_214a,iori_214c,iori_214ac
|caption=
|name=127 Shiki • Aoibana 1
|name=127 Shiki • Aoibana (1)
|input=214A/C/AC
|input=214A/C
|description3=* Iori's rekka string done by repeating the input 3 times.
|data=
* He ducks down before delivering a high poke, with the whole string comboing even on anti-air.
{{AttackData-KOFXV
* Each hit gets more and more punishable, so if the first hit is blocked you have to mindgame around delaying hits or stopping the string.
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Rekka starter
*
*
}}
}}
}}
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=iori_214a214p,iori_214c214p,iori_214ac214p
|caption=
|name=127 Shiki • Aoibana 2  
|name=127 Shiki • Aoibana (2)
|input=214A/C/AC~214A/C
|input=214A/C after Aoibana (1)
|description3=* More or less identical to the 1st hit, except this one launches the opponent in the air on hit.
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Rekka followup
*
*
}}
}}
}}
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=iori_214a214p214p,iori_214c214p214p,iori_214ac214p214p
|caption=
|name=127 Shiki • Aoibana 3
|name=127 Shiki • Aoibana (3)
|input=214A/C/AC~214A/C~214A/C
|input=214A/C after Aoibana (2)
|description3=
|data=
* The ender is a leaping overhead attack that is hard to react to.
{{AttackData-KOFXV
* Causes a hard knockdown right at your feet.
|damage=
* EX version is a launcher instead of an overhead.
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Rekka ender
*
*
}}
}}
}}
 
===212 Shiki • Kototsuki In===
 
{{FrameDataCargo-KOFXV
 
|moveId=iori_63214b,iori_63214d,iori_63214bd
{{MoveData
|image=
|caption=
|name=212 Shiki • Kototsuki In
|name=212 Shiki • Kototsuki In
|input=63214B/D
|input=63214B/D/BD
|data=
|description3=
{{AttackData-KOFXV
* B version is a command run with no hitbox. Can be used to reset pressure or create mix-ups from an air reset.
|damage=
* D version runs up and strikes the opponent, pulling them to the ground.
|stun=
** The startup to the run and the startup to the strike are separate.
|startup=
** Useful for combos or in option-selects to chase down rolls.  
|active=
* EX version has no run, but can hit people laying on the ground (like after combos ending with A rekkas).
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
 
===Kuzukaze===
 
{{FrameDataCargo-KOFXV
{{MoveData
|moveId=iori_632146a,iori_632146c,iori_632146ac
|image=
|caption=
|name=Kuzukaze
|name=Kuzukaze
|input=632146A/C
|input=632146A/C/AC
|data=
|description3=* Command grab that puts the opponent in a combo-able state.
{{AttackData-KOFXV
* 2C > (whiff) 6A ~ 6A is sure to connect after, leading to good damage.
|damage=
* CD also connects.
|stun=
* EX version has lots of invincibility, but not on frame 1. It also causes less damage scaling.
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}


 
===311 Shiki • Tsumakushi===
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=iori_623b,iori_623d,iori_623bd
|caption=
|name=311 Shiki • Tsumakushi
|name=311 Shiki • Tsumakushi
|input=623B/D
|input=623B/D/BD
|data=
|description3=
{{AttackData-KOFXV
*B version is simply an extender into his rekkas. Punishable on hit even, so get those rekkas going.  
|damage=
*D version has some projectile immunity. Safe on block and cancels into any specials. Extremely useful as a pickup from 236AC, as you can cancel it into C Rekkas to do good damage and corner carry. If performed as a kara from CD will travel almost the entire screen.
|stun=
*EX version is a launcher with complete projectile immunity. Plus on block.
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}


==Super Special Moves==
==Super Special Moves==
{{MoveData
===Kin 1211 Shiki • Yaotome===
|image=
{{FrameDataCargo-KOFXV
|caption=
|moveId=iori_236214a,iori_236214c,iori_236214ac,
|name=Kin 1211 Shiki • Ya Otome
|name=Kin 1211 Shiki • Yaotome
|input=2363214A/C
|input=236214A/C/AC
|data=
|description3=
{{AttackData-KOFXV
* Combo super, with no invul.
|damage=
* Goes nearly full screen.  
|stun=
* Has a unique follow-up super that can be performed after A or C version.
|startup=
* A.k.a. the "Maiden Masher".
|active=
 
|recovery=
Ol' reliable. Maiden Masher aka Shiki Yaotome is Iori's go-to ender with meter. Decent damage for the cost, but the real prize is forcing Oki or being able to cancel into Saika (see below) for an immediate kill confirm. With this, Iori can confidently meter dump and still retain a safejump opportunity anywhere on the screen, making this a great tool. Plus, the quick animation means there's lots of places to combo into this super in Iori's combo structure- 623A and 236C being good examples.  
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
{{MoveData
|image=
|caption=
|name=Ura 316 Shiki • Saika
|input=236236AC after A or C Ya Otome
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
{{FrameDataCargo-KOFXV
|moveId=iori_236214p_236236ac
|name=Ura 316 Shiki • Saika
|input=236214A/C > 236236AC
|description=* A follow-up to Yaotome that costs 1 bar (none in Max Mode).


Inputting this after Yaotome will allow Iori to squeeze out a bit more damage. Very useful as a kill confirm or just getting out as much damage as possible, since it still gives hard knockdown and better Oki the closer to the corner you are.


{{MoveData
Functionally, there's no difference between inputting this versus the MAX version of Yaotome- both do the same amount of damage. That being said, the increased amount of individual hits in this move do cause it to scale better in longer combos, meaning it can be useful to perform in Iori's longer corner combos.
|image=
}}
|caption=
===Ura 1018 Shiki • Yashiori===
{{FrameDataCargo-KOFXV
|moveId=iori_214236a,iori_214236c,iori_214236ac,
|name=Ura 1018 Shiki • Yashiori
|name=Ura 1018 Shiki • Yashiori
|input=2141236A/C
|input=214236A/C/AC
|data=
|description3=* *Values in [] indicate when the move is held.
{{AttackData-KOFXV
* A big projectile cloud that lingers for quite a while.
|damage=
* Regular version does 4 hits while MAX version does 8.
|stun=
* The long startup coupled with the short lockdown makes this very hard to use outside of corner juggle resets.
|startup=
* In any case it is still +15 on block, giving you a "free" mixup (you still have to mind escape rolls).
|active=
 
|recovery=
A weird move, but useful in some circumstances. It's primary purpose seems to be as an Oki tool, but Iori already gets tons of hard knockdown anyways and you can simply roll out of it. The MAX version has much better purpose as an extra damage tool tacked on at the end of Saika in the corner, which can really lay on the hurt. If you cancel into it after Saika and then immediately let go and slightly delay a 214A, you can relaunch them into it and retain hard knockdown. The resulting combo can easily deal close to 800 damage.
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}


 
==Climax Super Special Moves==
{{MoveData
===Ura 1018 Shiki • Hozuki===
|image=
{{FrameDataCargo-KOFXV
|caption=
|moveId=iori_2141236cd
|name=Ura 1131 Shiki • Hozuki
|input=2141236CD
|input=2141236CD
|data=
|description=* Dashes nearly full screen while fully invincible.  
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
==Combos==
[[The King of Fighters XIV#Notation|Notation Guide (placeholder XIV page for now, replace w/ XV page when available)]]
'''General Notes'''
* Iori can add an EX 63214+K after his 214+A rekka chain to OTG the opponent for a damage increase if you have at least 0.5 bars.
* You can add both parts of Iori's 6A after crouching lows at point blank range.
* Using two EX moves in a combo will result in more damage than a super for the same cost. Comboing into super is more worth it if you plan on cancelling into another super afterwards for more damage.
* If you are spending more than 1 meter, use the EX version of 632146+P as it has less damage scaling and will result in more damage than using the regular command grab and adding another EX move.
===Rush Auto Combo===
* 5A > A > A > Bx3 (164 DMG)
: (Rush combo ending in a special move, costs 0 meter)
* 5A > A > A > C (223 DMG)
: (Rush combo ending in a super, costs 1 meter)
* 5A > A > A > D (337 DMG)
: (Rush combo ending in a Max super, costs 2 meters)
* 5A > A > A > A (427 DMG)
: (Rush combo ending in a Climax super, costs 3 meters)
===0 Meter===
''Anywhere''
* 2B, 2A, 6A, 214+Px3 (185 DMG)
: (Bread n' butter Iori combo starting from lows.)
* 2B, 2A, 6A > A, 214+Px3 (238 DMG)
: (More damaging low combo if you are at point blank range.)
* 2Bx2, 2A, 214+Ax3 (174 DMG)
: (Low combo with slightly easier confirm but does less damage.)
* j.X, cl.5C, 6B/6A, 214+Px3 (268 DMG)
: (Bread n' butter Iori combo from a heavy starter.)
* j.X, cl.5C, 63214+D (273 DMG)
: (Slightly more damage, but less hits to confirm with.)
* 632146+P, 2C/(66, cl.5C, 6B/6A), 214+Px3 (127-140 DMG)
: (Command grab combo, using 2C after 632146+P is easier, while using cl.5C does more damage, but you will need to run slightly forward for it to connect.)
===0.5 Meters===
''Anywhere''
* 2B, 2A, 6A, 214+ACx3, 214+Ax3 (274 DMG)
* 2B, 2A, 6A > A, 214+ACx3, 214+Ax3 (318 DMG)
: (More damaging low combo if you are at point blank range.)
* 2B, 2A, 6A > A, 214+Ax3, 63214+BD (306 DMG)
: (Low starter 0.5 bar damage increase using EX 63214+K. The OTG will not connect if you use 214+C.)
: (If not at point blank range, omit the follow-up of 6A, as it will whiff.)
* 2Bx2, 2A, 214+Ax3, 63214+BD (258 DMG)
* 2B, 2A, 6A, 236+CD, 66, cl.5C, 6B/6A, 214+Cx3 (247 DMG)
: (Shatter strike combo from a low starter. Less damage than previous combos but more meter recovery.)
* j.X, cl.5C, 6B/6A, 214+ACx3, 214+Ax3 (357 DMG)
* j.X, cl.5C, 6B/6A, 214+Ax3, 63214+BD (341 DMG)
: (Heavy starter 0.5 bar damage increase using EX 63214+K. The OTG will not connect if you use 214+C.)
* j.X, cl.5C, 6A, 236+CD, 66, cl.5C, 6B/6A, 214+Cx3 (330 DMG)
: (Shatter strike combo from a heavy starter. Less damage than previous combo but more meter recovery.)
* 632146+P, 2C, 214+Ax3, 63214+BD (177 DMG)
: (Command grab 0.5 bar damage increase using EX 63214+K. The OTG will not connect if you use 214+C.)
===1 Meter===
''Anywhere''
* 2B, 2A, 6A, 214+ACx3, 214+Ax3, 63214+BD (339 DMG)
: (1 meter low combo using two EX moves.)
* 2B, 2A, 6A > A, 214+ACx3, 214+Ax3, 63214+BD (376 DMG)
: (More damaging low combo if you are at point blank range.)
* 2B, 2A, 6A, 236+CD, 66, cl.5C, 6B/6A, 214+ACx3, 214+Ax3 (282 DMG)
: (Shatter strike low combo. Less damage than previous combo but more meter recovery)
* j.X, cl.5C, 6B/6A, 214+ACx3, 214+Ax3, 63214+BD (422 DMG)
: (1 meter heavy combo using two EX moves.)
* j.X, cl.5C, 6A, 236+CD, 66, cl.5C, 6B/6A, 214+ACx3, 214+Ax3 (365 DMG)
: (Shatter strike combo. Less damage than previous combo but more meter recovery)
* 632146+P, 2C, 214+ACx3, 214+Ax3, 63214+BD (228 DMG)
: (1 meter command grab combo using 2 EX moves.)
===1.5 Meters===
''Anywhere''
* 2Bx1~2, 2A, 236+AC, 214+ACx3, 214+Ax3, 63214+BD (360-364 DMG)
* 2B, 2A, 6A > A, 214+Cx2, (SC) 2363214+P, 63214+BD (399 DMG)
: (More damaging low combo if you are at point blank range.)
* 2B, 2A, 6A, 236+CD, 66, cl.5C, 6B/6A, 214+ACx3, 214+Ax3, 63214+BD (308 DMG)
: (Shatter strike 1.5 bar combo from a low starter. Less damage than the previous combos but more meter recovery.)
* j.X, cl.5C, 6A, 236+AC, 214+ACx3, 214+Ax3, 63214+BD (447 DMG)
: (1.5 meter combo with three EX moves from a heavy starter.)
: (Tip: you can input 236+AC as 2369+AC to avoid getting 623+AC after 6A.)
* j.X, cl.5C, 6B/6A, 214+Cx2, (SC) 2363214+P, 63214+BD (440 DMG)
: (Super cancel 1.5 meter combo.)
* j.X, cl.5C, 6A, 236+CD, 66, cl.5C, 6B/6A, 214+ACx3, 214+Ax3, 63214+BD (391 DMG)
: (Shatter strike 1.5 bar combo from a heavy starter. Less damage than previous combo but more meter recovery.)
* 632146+AC, 2C, 214+ACx3, 214+Ax3, 63214+BD (274 DMG)
: (EX command grab combo. More damage than using regular command grab then three EX moves, due to lesser damage scaling on EX command grab.)
===2 Meters===
''Anywhere''
* 2B, 2A, 6A, 214+Cx2, (SC) 2363214+P, (SC) 236x2+AC (385 DMG)
: (2 meter super cancel combo starting from lows.)
* 2B, 2A, 6A > A, 214+Cx2, (SC) 2363214+P, (SC) 236x2+AC (431 DMG)
: (More damaging low super cancel combo if you are at point blank range.)
* j.X, cl.5C, 6B/6A, 214+Cx2, (SC) 2363214+P, (SC) 236x2+AC (468 DMG)
: (2 meter super cancel combo starting from heavy.)
====Max Mode Combos (Quick)====
'''Point'''
''Anywhere''
* 2Bx2~3, (BC) cl.5C, 6B/6A, 214+ACx3, 623+A(1), (SC) 2363214+P (360-371 DMG)
* j.X, 2Bx2, (BC) cl.5C, 6B/6A, 214+ACx3, 623+A(1), (SC) 2363214+P (411 DMG)
: (Quick max combos to confirm off multiple 2Bs.)
* j.X, cl.5C, 6B/6A, (BC) cl.5C, 6B/6A, 214+ACx3, 623+A(1), (SC) 2363214+P (449 DMG)
: (Quick max combo off a heavy starter.)
'''Mid'''
''Anywhere''
* (Any Point Combo)
'''Anchor'''
''Anywhere''
* 2Bx2~3, (BC) cl.5C, 6A, 236+AC, 214+ACx3, 623+A(1), (SC) 2363214+P (391-398 DMG)
: (Tip: you can input 236+AC as 2369+AC to avoid getting 623+AC after 6A.)
: (Tip: delay the 623+A a little bit so it hits low enough for the super cancel to connect)
* j.X, 2Bx2, (BC) cl.5C, 6A, 236+AC, 214+ACx3, 623+A(1), (SC) 2363214+P (438 DMG)
====Max Mode Combos (Raw)====
'''Point'''
''Anywhere''
* ...
''Corner Only''
* ...
'''Mid'''
''Anywhere''
* ...
''Corner Only''
* ...
'''Anchor'''
''Anywhere''
* ...
''Corner Only''
* ...
===2.5 Meters===
''Anywhere''
* 2B, 2A, 6A > A, 214+ACx3, 2363214+P, (SC) 236x2+AC (474 DMG)
* j.X, cl.5C, 6B/6A, 214+ACx3, 2363214+P, (SC) 236x2+AC (518 DMG)
===3 Meters===
''Anywhere''
* ...
''Corner Only''
* ...
====Max Mode Combos (Quick)====
'''Point'''
''Anywhere''
* 2Bx2~3, (BC) cl.5C, 6B/6A, 214+ACx3, 623+A(1), (SC) 2363214+P, (SC) 236x2+AC (470-481 DMG)
* j.X, 2Bx2, (BC) cl.5C, 6B/6A, 214+ACx3, 623+A(1), (SC) 2363214+P, (SC) 236x2+AC (521 DMG)
: (Quick max combos to confirm off multiple 2Bs.)
* j.X, cl.5C, 6B/6A, (BC) cl.5C, 6B/6A, 214+ACx3, 623+A(1), (SC) 2363214+P, (SC) 236x2+AC (559 DMG)
'''Mid'''
''Anywhere''
* 2Bx2~3, (BC) cl.5C, 6B/6A, 2363214+P, (SC) 2141236+CD (532-535 DMG)
* j.X, 2Bx2, (BC) cl.5C, 6B/6A, 2363214+P, (SC) 2141236+CD (572 DMG)
* j.X, cl.5C, 6B/6A, (BC) cl.5C, 6B/6A, 2363214+P, (SC) 2141236+CD (610 DMG)
'''Anchor'''
''Anywhere''
* (Any Mid Combo)
====Max Mode Combos (Raw)====
'''Point'''
''Anywhere''
* ...
''Corner Only''
* ...
'''Mid'''
''Anywhere''
* ...
''Corner Only''
* ...
'''Anchor'''
''Anywhere''
* ...
''Corner Only''
* ...
===4 Meters===
''Anywhere''
* ...
''Corner Only''
* ...
====Max Mode Combos (Quick)====
'''Mid'''
''Anywhere''
* 2Bx2~3, (BC) cl.5C, 6B/6A, 2363214+AC, (SC) 2141236+CD (619-627 DMG)
* j.X, 2Bx2, (BC) cl.5C, 6B/6A, 2363214+AC, (SC) 2141236+CD (659 DMG)
* j.X, cl.5C, 6B/6A, (BC) cl.5C, 6B/6A, 2363214+AC, (SC) 2141236+CD (697 DMG)
'''Anchor'''
''Anywhere''
* (Any Mid Combo)
====Max Mode Combos (Raw)====
'''Mid'''
''Anywhere''
* ...
''Corner Only''
* ...
'''Anchor'''
''Anywhere''
* ...
''Corner Only''
* ...
===5 Meters===
''Anywhere''
* ...
''Corner Only''
* ...
====Max Mode Combos (Quick)====
'''Anchor'''
''Anywhere''
* ...
''Corner Only''
* ...
====Max Mode Combos (Raw)====
'''Anchor'''
''Anywhere''
* ...
''Corner Only''
* ...


==Misc==
==Misc==
Line 1,406: Line 509:
{{#ev:youtube|XeAg8B2Vyeg|||'''Iori Yagami Reveal Trailer'''|frame}}
{{#ev:youtube|XeAg8B2Vyeg|||'''Iori Yagami Reveal Trailer'''|frame}}


Combo Guides
* Iori Basic Combos by Meno: https://youtu.be/3JdLUoq4Wrk
* Iori Basic Combos by Kakuge: https://youtu.be/FwI1dp50cH4
{{CharNavbox_XV}}
{{Navbox XV}}
{{Navbox XV}}


[[Category:The King of Fighters XV]]
[[Category:The King of Fighters XV]]
[[Category:Iori Yagami]]
[[Category:Iori Yagami]]

Latest revision as of 21:12, 7 June 2022

The King of Fighters XV

OverviewStrategyDataCombosReplays

The Yagami clan is one of three ancient clans entrusted with a Sacred Treasure. As a descendent of this clan, Iori has access to abilities that allow him to tear apart his foes, and powerful amethyst flames granted by his knowledge of the Yagami Style of Ancient Martial Arts. His ancestors signed a blood-pact with Orochi 660 years ago, sparking a feud with the Kusanagi clan. Despite this, he decides to up-hold his duties as a member of the original sacred clans and joins KOF.

Movelist

(*) = EX OK

(!) = MAX OK

(Midair Only) = Can only be done in the air.

(Air OK) = Can be done both on the ground and in the air.

Throws

Sakahagi - Bk.gif / Fd.gif + C.gif

Kanyarai - Bk.gif / Fd.gif + D.gif

Command Normals

Ge-Shiki * Yumebiki - Fd.gif + A.gif

┗Follow Up - A.gif

Ge-Shiki * Gofu In "Shinigami" - Fd.gif + B.gif

Ge-Shiki * Yurioki - Bk.gif + B.gif (Midair Only)

Special Moves

108 Shiki * Yamibarai - Qcf.gif + A.gif / C.gif (*)

100 Shiki * Oniyaki - Dp.gif + A.gif / C.gif (*)

127 Shiki * Aoibana 1 - Qcb.gif + A.gif / C.gif (*)

┗127 Shiki * Aoibana 2 - Qcb.gif + A.gif / C.gif
┗127 Shiki * Aoibana 3 - Qcb.gif + A.gif / C.gif

212 Sihiki * Kototsuki In - Hcb.gif + B.gif / D.gif (*)

Kuzukaze - Hcb.gifFd.gif + A.gif / C.gif (*)

311 Shiki * Tsumakushi - Dp.gif + B.gif / D.gif (*)

Super Special Moves

Kin 1211 Shiki * Yaotome - Qcf.gifDf.gifQcb.gif + A.gif / C.gif (!)

┗Ura 316 Shiki * Saika - Qcf.gifQcf.gif + A.gifC.gif

Ura 1018 Shiki * Yashiori - Qcb.gifDb.gifQcf.gif + A.gif / C.gif (!)

Climax Super Special Moves

Ura 1018 Shiki * Hozuki - Qcb.gifDb.gifQcf.gif + C.gifD.gif

Quick Combo Reference

Notation

0 Meter

Anywhere
Anywhere

2B 2A 6A 214C~214P~214P = 185 dmg
2B 2A 214A~214P~214P (max range) = 154 dmg

0.5 Meter

Anywhere
Corner
Anywhere

2B 2A 236AC, 623D~63214K = 276 dmg
2B 2A 236AC, 623D~214A~214P, 623C = 297 dmg
2B 2A 6A 214AC~214P~214P, 214A~214P~214P (can add OTG) = 274 dmg

1 Meter

Anywhere
Corner

2B 2A 6A 214AC~214P~214P, 214A~214P~214P, 63214BD = 314 dmg
2B 2A 236AC, 623BD, 236A, 623C = 334 dmg

1.5 Meters

Anywhere
Corner

2B 2A 236AC, 623BD, 214AC~214P~214P, 214A~214P~214P = 361 dmg
2B 2A 236AC, 623D~214A~214P, 623A(1) 2363214P = 369 dmg

2.0 Meters

Anywhere
Corner

2B 2A 236AC, 623BD, 236A 2363214P = 371 dmg
2B 2A 236AC, 623BD, 236A, 623A 2363214P = 408 dmg

2.5 Meters

Midscreen
Corner

2B 2A 236AC, 623D~236C 2363214P 236236AC = 455 dmg
2B 2A 236AC, 623D~214A~214P, 623A(1) 2363214P 236236AC = 479 dmg

3.0 Meters

Anywhere

2B 2B f.5B BC, cl.5C 236C 2363214P 2141236CD = 560 dmg

4.0 Meters

Anywhere

2B 2B f.5B BC, cl.5C 236C 2363214AC 2141236CD = 647 dmg

Gameplay Overview

Iori Yagami is an All-Rounder character. A KOF mainstay, he has long rewarded players with strong fundamentals. His versatile toolkit enables a flexible gameplan able to adapt to any situation.
Pros Cons
  • Strong Rushdown: Iori can be rather frightening once he's allowed to get in. His suite of good standing normals, great jumping buttons, far-reaching specials and a great DP let him push through the opponents offense. His ground-travelling fireball is also incredibly fast, letting him put on pressure with it from afar. With his wide toolset, Iori has the ability to fight at all ranges while aggressively approaching.
  • Great Conversions: Easy to combo into his Rekka series for consistent damage at all ranges. The EX version launches, letting Iori continue the combo further. Iori is also constantly threatening hard knockdown thanks to his Rekka ender, which leads right into his close-range mixup game.
  • Hard Knockdowns Galore: Iori gets hard knockdown off of tons of stuff, like his rekka ender, his running command grab, and his Yaotome super. From here, Iori can get some great mixup potential and force it all over again, or back off and space out his opponent.
  • Solid Mix: Iori has great mixup off of a hard knockdown. He has great buttons for the usual KOF jumpin high/low, but he can also cross up with j.4B, otherwise known as the infamous "taco kick". He also has a fast command grab to open up blockers, and though it doesn't deal damage, he can link it into f.C for a full combo or CD for full screen corner carry and hard knockdown.
  • Meter Dump: All of Iori's EX moves and supers are fantastic meter dump opportunities. He can use them to help him combo, tack on extra damage after a hard knockdown, or punish approaches from fullscreen. His two-bar Quick Max meter dump also does great damage for the cost, making him a serious threat when he has access to Max Mode. His 0.5/1 bar combos are also highly damaging, with midscreen combos dealing close to 450 damage and corner combos dealing 500.
  • Mobility: Iori's run speed is among the fastest in the game, but where he truly distinguishes himself is with "taco backdashes". These two factors give him both incredible forward mobility and nigh unmatched backward mobility respectively, making Iori not only difficult to catch, but also difficult to outspace.
  • Poor Kick Normals: His big kick normals have all been neutered from previous entries, being slower and easier to punish. Since Iori usually relies on his kick normals to contest space in the midrange, this has noticeably weakened his overall gameplan.
  • Systemic Weakness: KOFXV has made serious changes to wakeup throw that overall hamper his mix and pressure. Iori must now space himself out much more than usual or risk going for a mixup to open his opponents up.
  • Fireball War Loser: Iori's fireballs are only ok, with longer than average recovery. This makes him really vulnerable to fireball wars, although he has some other moves to alleviate keepaway.



Iori, the perennial poster child of KOF after his rival Kyo, enters into KOFXV as a all-rounder with rushdown flair. Iori's deal is speed. He loves to get into his opponents face with his fast running speed, wide-reaching normals, and fast special moves. Once he's in, Iori can confirm into his rekka series and get a hard knockdown where it really begins. He can run high/low, left/right crossup and even command grab pressure to open his opponents up. Then, he can either spend meter to cancel into big damage or stock his resources and force hard knockdown again. Overall, Iori is a mainstay in the KOF series for a reason, and beginners and veterans alike flock to him for all he offers.

Normals

Far Standing Normals

Far A

stand A
5A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 mid special 6 4 - +3 +1 - 30 60
  • Mid poke that is plus on block.
  • Furthest reaching cancellable light normal.

A generic midrange poke. Notably good for blockstrings, as Far A into 236A makes Iori somewhat plus.

Far B

stand B
5B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 mid super 6 4 - 0 -2 - 30 60
  • Long and fast mid poke.
  • Excellent for frametraps at the end of light strings.

Since Far D got neutered, this is probably the best possible normal to throw out at semi-close range. Since it is not special cancellable, you won't get much on hit. Still good for contesting space.

Far C

stand C
5C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 mid special 7 3 - 0 -2 - 70 120
  • Excellent speed and cancel-ability makes this a dangerous trapping tool after Close/Far A.
  • Can be whiff cancelled.

Far D

stand D
5D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 mid super 12 4 - -5 -7 - 70 120
  • Iori's biggest poke.
  • A shadow of its former self. Being both slower and shorter.

Once one of Iori's best tools, Far D has gone through a rough time. Its far slower than usual, far shorter than usual, and leads to overall less reward on hit. That being said, this move is still incredibly useful if you have Max Mode stocked, since you can easily cancel it into Quick Max > cl.C > 6B > 236C > Yaotome > Saika for big damage.


Close Standing Normals

Close A

close A
cl.A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 mid command 5 3 - +4 +2 - 30 60
  • Gives lots of plus frames for frametraps.
  • Links into Close C for combos.

Close B

close B
cl.B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 low command 5 4 - +4 +2 - 30 60
  • Low attack, doing more damage than 2B.
  • Can be linked into Close C or canceled directly.

If your opponent is conditioned to sit still on a jumpin, Close B can be a great way to empty low them. It instantly goes into 6A which then combos into whatever you want.

Close C

close C
cl.C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 mid command 4 6 - -3 -5 - 70 120
  • Incredibly fast normal for combos & anti-airs.
  • Isn't cancel-able if it hits later in the active frames. Happens commonly when used to anti air.
  • Forces stand.

Close D

close D
cl.D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 mid special 7 5 - +1 -1 - 70 120
  • Anti-air. Barely hits crouching opponents.
  • Forces stand.

Crouch Normals

Crouch A

crouch A
2A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 6 4 - +4 +2 - 30 60
  • Lots of frame advantage, just like Close A, but at slower startup.

Crouch B

crouch B
2B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
15 Low self, super 4 6 - +1 -1 - 15 60
  • Iori's fastest normal along with Close C.
  • Chains into all his other light normals.

Crouch C

crouch C
2C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 6 4 - -2 -4 - 70 120
  • Cancel-able anti-air.
  • Quite fast, good for reaction anti-airing hops (before the opponent's attack is active) from close range.
  • Short horizontal range, only hits crouching opponents from very close.
  • Has a later than usual cancel window.

Crouch D

crouch D
2D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low - 6 7 - Soft Knockdown (+15) -15 - 70 120
  • Incredible speed and range for a sweep, but also incredibly punishable.
  • Situational punisher.
  • Can be canceled into Max Mode.

Jump Normals

Jump A

jump A
j.A
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
hop A 40 High - 5 6 (Until Landing) + 1 - - - 30 50
jump A 45 High - 6 8 (Until Landing) + 1 - - - 30 60
  • Ambiguous jump-in / air-to-air button.
  • Gets beaten by low-profiling moves.

Jump B

jump B
j.B
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
hop B 40 High - 5 6 (Until Landing) + 1 - - - 30 50
jump B 35 High - 5 7 (Until Landing) + 1 - - - 30 60
  • Long reaching air-to-air.
  • Doesn't hit crouching opponents.

Jump C

jump C
j.C
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
hop C - High - 11 4 (Until Landing) + 1 - - - - 100
jump C 70 High - 11 4 (Until Landing) + 1 - - - 70 120
  • Go-to jumpin button.
  • Hitbox is low enough to even catch low profiling opponents.

Jump D

jump D
j.D
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
hop D 70 High - 6 5 (Until Landing) + 1 - - - 70 100
jump D 70 High - 6 5 (Until Landing) + 1 - - - 70 120
  • Long reaching air-to-air. Slightly shorter than j.B.
  • Doesn't hit crouching opponents.

Rush Moves

rush
cl.AA/cl.AAX
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
cl.AA - Mid - 5,9 3 - -2 -4 - - -
cl.AAX - Mid - 5,9,7 3 - -5 -7 - - -
  • Huge frametrap window after Close A.
  • Meterless version leads into A rekkas for 3 more hits to confirm/frametrap with.

Blowback

Blowback

Blowback
CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid special 12 7 - Wall Spalt (Ground hit) / Soft Knockdown (Air hit) -2 - 100 160
  • Lots of active frames makes this a great move for covering ground & hop space.
  • Whiff cancel into 214Ps to gain lots of unexpected range.
  • Safe on block.

ShatterStrike

ShatterStrike
236CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 6 - Crumple (Ground Hit) / Wall Bounce (Air hit) -10 Armor: 4 to 14 (11 frames) 0 200
  • Easily confirmed into in combos.

jump CD

jump CD
j.CD
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
hop CD 80 Mid - 12 6 (Until Landing) + 1 Soft Knockdown - - 80 120
jump CD 90 Mid - 12 7 (Until Landing) + 1 Soft Knockdown - - 80 140
  • Very aggressive CD attack.
  • Can get low-profiled under.

Iori's best jumping button for getting into his opponents grill. Hyperhop j.CD is a great way to force respect thanks to its aggressive angle and great hitbox. Can be hard for many characters to contest, even with anti-airs.

Throws

Sakahagi

Sakahagi
(close) 4/6C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 - - 1 1 0 Hard Knockdown (+33) Unblockable - 0 0
  • Sets up a hyper hop safejump in the corner.

Kanyarai

Kanyarai
(close) 4/6D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 - - 1 1 0 Hard Knockdown (+18) Unblockable - 0 0
  • Hard knockdown but Iori doesn't really have time to set up anything.

Command Moves

Ge Shiki • Yumebiki
6A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 mid special 9 2 - -4 -6 - 40 80
  • Virtually identical to his 5C, only less damage.
  • Combo filler that lets you combo heavy rekkas from light attacks.
  • The damage is overall low and could worsen the scaling on your combo, so it you don't need it for your combo to work, it's ok to omit it.
Ge Shiki • Yumebiki (Follow-up)
A after Ge Shiki • Yumebiki
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 mid special 10 8 - -4 -6 - 60 80
  • This follow-up typically whiffs after any normal other than a close range light normal, such as close B.
  • Does far more damage than the first part of 6A, but requires more set-up to connect, such as after his command grab.


Ge-Shiki • Gofu in "Shinigami"
6b
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 [30] high [mid] super [special] 28 [20] 3 [2] - -2 [-10] -4 [-12] - 60 [40] 80 [60]
  • Slow grounded overhead that can be Max cancelled.
  • As a string filler it's almost identical to 6A, but the slower speed makes it easier to hitconfirm.
  • Frame traps when cancelled into.

Outside of combo filler, throwing this out in pressure and meterdumping is a great way to put the fear of god into your opponent.


Ge-Shiki • Yurior
j.4B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
55 Mid - 5 6 (Until Landing) + 1 - - - 60 40
  • Iori's "Taco" Kick. Originating from the Spanish word "Tacón", referring to the heel of a shoe.
  • Crossup tool. Neither ambiguous nor an overhead, but still a staple of his pressure/mixup game. Often used with hyper hops on opponent's wakeup.
  • While somewhat predictable, the threat of Iori's command grab and the sheer speed of his movement can open people up with this if you run enough pressure.
  • Can be used during backdashes to slightly increase the distance.
  • Allows for combos the deeper it hits.

Special Moves

108 Shiki • Yamibarai

108 Shiki • Yamibarai
236A/C/AC
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
A 65 Mid super 16 Full Screen Projectile 30 -4 -6 - 40 40
C 70 Mid super 13 Full Screen Projectile 39 -13 -15 - 40 40
AC 78 (40+80) Mid - 8 8 (4) 8 - Crumple -4 - 0 40 (20+20)
  • Ground-following projectile.
  • A is slow, C is fast.
  • Punishable if used up close (even on hit).
  • EX version is short but puts the opponent in a crumple state. Great for converting jab strings into higher damage.
  • Connects as an OTG (w/ more damage than OTG 63214BD) after common combo enders such as 214C rekkas, 214A rekkas from 2A, or any rekkas in the corner.
  • Sets up an easy safe jump after hitting OTG - simply hold u/f (normal jump) or super jump forward immediately after.
  • Does not connect OTG from 214AC rekkas > 214A rekkas midscreen or 2363214P super.

100 Shiki • Oniyaki

100 Shiki • Oniyaki
623A/C/AC
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
A 70 Mid super 4 11 - Soft Knockdown (+28) -22 Full body against non-projectile air moves: 1 to 5 (5 frames) 60 60
C 133 (50+50+40) Mid super (1) 6 18 - Soft Knockdown -33 Full Body: 1 to 9 (9 Frames) 110 (40+40+30) 110 (40+40+30)
AC 177 (30*4+20+30+40) Mid - 4 9 (11) 9 (13) 18 - Soft Knockdown -33 Full Body: 1 to 12 (12 Frames) 0 160 (20*6+40)
  • Reversal/anti-air.
  • A version has invincibility vs air attacks.
  • C & EX versions have full invincibility.

A version recovers incredibly fast. Its negativity on block is a result of very low blockstun.

127 Shiki • Aoibana

127 Shiki • Aoibana 1
214A/C/AC
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
A 30 Mid super 9 3 - -4 -6 - 20 30
C 30 Mid super 15 3 - -7 -9 - 20 30
AC 30 Mid - 15 3 - -4 -6 - - 30
  • Iori's rekka string done by repeating the input 3 times.
  • He ducks down before delivering a high poke, with the whole string comboing even on anti-air.
  • Each hit gets more and more punishable, so if the first hit is blocked you have to mindgame around delaying hits or stopping the string.
127 Shiki • Aoibana 2
214A/C/AC~214A/C
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
A 40 Mid super 8 3 - Soft Knockdown -8 - 20 30
C 40 Mid super 12 3 - Soft Knockdown -11 - 20 30
AC 45 Mid - 12 3 - Soft Knockdown -8 - 0 30
  • More or less identical to the 1st hit, except this one launches the opponent in the air on hit.
127 Shiki • Aoibana 3
214A/C/AC~214A/C~214A/C
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
A 50 High - 18 4 - Hard Knockdown -13 - 60 20
C 65 High - 18 8 - Hard Knockdown -16 - 60 20
AC 75 Mid - 20 3 - Hard Knockdown -13 - 0 20
  • The ender is a leaping overhead attack that is hard to react to.
  • Causes a hard knockdown right at your feet.
  • EX version is a launcher instead of an overhead.

212 Shiki • Kototsuki In

212 Shiki • Kototsuki In
63214B/D/BD
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
B 0 - super - 32 - - - Low Body after opponent is in proximity box. 0 0
D 153 (30+130) Mid - 12 9 - Hard Knockdown -19 Low Body after opponent is in proximity box. 0 0
BD 126 (50+80) Mid - 8 3 - Hard Knockdown -18 - 0 0
  • B version is a command run with no hitbox. Can be used to reset pressure or create mix-ups from an air reset.
  • D version runs up and strikes the opponent, pulling them to the ground.
    • The startup to the run and the startup to the strike are separate.
    • Useful for combos or in option-selects to chase down rolls.
  • EX version has no run, but can hit people laying on the ground (like after combos ending with A rekkas).

Kuzukaze

Kuzukaze
632146A/C/AC
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
A 0 N/A - 13 1 - +13 Unblockable - 0 0
C 0 N/A - 13 1 - +13 Unblockable - 0 0
AC 0 N/A - 13 1 - +15 Unblockable Full Body: 3 to 13 (11 Frames) 0 0
  • Command grab that puts the opponent in a combo-able state.
  • 2C > (whiff) 6A ~ 6A is sure to connect after, leading to good damage.
  • CD also connects.
  • EX version has lots of invincibility, but not on frame 1. It also causes less damage scaling.

311 Shiki • Tsumakushi

311 Shiki • Tsumakushi
623B/D/BD
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
B 50 Mid super 22 5 - -19 -21 - 80 40
D 80 Mid super 31 5 - -1 -3 - 80 40
BD 90 Mid - 28 5 - Ground Bounce (+75) +2 Full Body Projectile: 1 to 27 (27 frames) 0 40
  • B version is simply an extender into his rekkas. Punishable on hit even, so get those rekkas going.
  • D version has some projectile immunity. Safe on block and cancels into any specials. Extremely useful as a pickup from 236AC, as you can cancel it into C Rekkas to do good damage and corner carry. If performed as a kara from CD will travel almost the entire screen.
  • EX version is a launcher with complete projectile immunity. Plus on block.

Super Special Moves

Kin 1211 Shiki • Yaotome

Kin 1211 Shiki • Yaotome
236214A/C/AC
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
A 185 (0+10*3+15*3+20+90) Mid Advanced, Climax 11 12 - Hard Knockdown -11 Full Body: 1 to 3 (3 Frames) 0 0
C 185 (0+10*3+15*3+20+90) Mid Advanced, Climax 11 12 - Hard Knockdown -11 Full Body: 1 to 3 (3 Frames) 0 0
AC 319 (0+25+25+30+25*4+10*4+100) Min: 157 Mid Climax 4 12 - Hard Knockdown -11 - 0 0
  • Combo super, with no invul.
  • Goes nearly full screen.
  • Has a unique follow-up super that can be performed after A or C version.
  • A.k.a. the "Maiden Masher".

Ol' reliable. Maiden Masher aka Shiki Yaotome is Iori's go-to ender with meter. Decent damage for the cost, but the real prize is forcing Oki or being able to cancel into Saika (see below) for an immediate kill confirm. With this, Iori can confidently meter dump and still retain a safejump opportunity anywhere on the screen, making this a great tool. Plus, the quick animation means there's lots of places to combo into this super in Iori's combo structure- 623A and 236C being good examples.

Ura 316 Shiki • Saika
236214A/C > 236236AC
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
136 (10*6+80), 321 total - Advanced, Climax - - - - N/A - 0 0
  • A follow-up to Yaotome that costs 1 bar (none in Max Mode).

Inputting this after Yaotome will allow Iori to squeeze out a bit more damage. Very useful as a kill confirm or just getting out as much damage as possible, since it still gives hard knockdown and better Oki the closer to the corner you are.

Functionally, there's no difference between inputting this versus the MAX version of Yaotome- both do the same amount of damage. That being said, the increased amount of individual hits in this move do cause it to scale better in longer combos, meaning it can be useful to perform in Iori's longer corner combos.

Ura 1018 Shiki • Yashiori

Ura 1018 Shiki • Yashiori
214236A/C/AC
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
A 140 (25*3+65) Mid Advanced, Climax 31 [ 151] 2 (1) 2 (1) 2 (1) 2 - Hard Knockdown +15 Full Body: 1 to 3 (3 Frames) 0 0
C 140 (25*3+65) Mid Advanced, Climax 31 [ 151] 2 (1) 2 (1) 2 (1) 2 - Hard Knockdown +15 Full Body: 1 to 3 (3 Frames) 0 0
AC 280 (30*7+70) Mid Climax 30 [156] 16 - Hard Knockdown +26 - 0 0
  • *Values in [] indicate when the move is held.
  • A big projectile cloud that lingers for quite a while.
  • Regular version does 4 hits while MAX version does 8.
  • The long startup coupled with the short lockdown makes this very hard to use outside of corner juggle resets.
  • In any case it is still +15 on block, giving you a "free" mixup (you still have to mind escape rolls).

A weird move, but useful in some circumstances. It's primary purpose seems to be as an Oki tool, but Iori already gets tons of hard knockdown anyways and you can simply roll out of it. The MAX version has much better purpose as an extra damage tool tacked on at the end of Saika in the corner, which can really lay on the hurt. If you cancel into it after Saika and then immediately let go and slightly delay a 214A, you can relaunch them into it and retain hard knockdown. The resulting combo can easily deal close to 800 damage.

Climax Super Special Moves

Ura 1018 Shiki • Hozuki

Ura 1018 Shiki • Hozuki
2141236CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
430 (0+70+10*16+200) Min: 215 Mid - 7 12 - Hard Knockdown -61 Full Body: 1 to 14 (14 Frames) 0 0
  • Dashes nearly full screen while fully invincible.

Misc

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