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The King of Fighters '98 UMFE/Iori Yagami: Difference between revisions

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{| style="margin-right:1em;" align="right"
{{CharNavbox 98FE}}
 
{| style="margin-right:1em;" align="left"
  | __TOC__
  | __TOC__
  |}
  |}
<section begin="image"/>[[File:kyo98umfeiori.jpg]]<section end="image"/>
<section begin="image"/>[[File:Iori 98umfe profile.png|right|thumb|x600px]]<section end="image"/>
[[File:Notationkof.png|left]]
[[File:Kof98umfeiorimovelist.png|left]]
<br clear=all>
<br clear=all>


Line 10: Line 10:


{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
|ext=jpg
|ext=png
| description =Iori is a highly versatile character that can do just about anything, but leans towards rushdown and mixups due to his great access to hard knockdowns. At further ranges, he has a fireball and a good poke as his main tools, but Iori really starts to shine when he lands a hit into his hard knockdown rekka. He has plenty of mixup options, like a good crossup, a command grab he can combo out of, good low confirms, and an overhead. Most of these options will allow him to combo into rekka again and repeat the situation. On defense, he has access to a great DP for reversals and anti-airs, and a good DM that can low-profile and anti-air well. Iori's main weakness is that a lot of his buttons aren't that great, so his grounded poking game can feel a bit lacking.}}
| description =Iori is a highly versatile character that can do just about anything, but leans towards rushdown and mixups due to his great access to hard knockdowns. At further ranges, he has a fireball and a good poke as his main tools, but Iori really starts to shine when he lands a hit into his hard knockdown rekka.  
He has plenty of mixup options, like a good crossup, a command grab he can combo out of, good low confirms, and an overhead. Most of these options will allow him to combo into rekka again and repeat the situation.  
On defense, he has access to a great DP for reversals and anti-airs, and a good DM that can low-profile and anti-air well. Iori's main weakness is that he lacks certain kinds of ground moves, so his grounded poking game can feel a bit lacking. Notably, his sweep, while a great whiff punisher, is unsafe on block, and his standing B isn't the long and fast mid poke that some other characters have.}}
 
==Movelist==
[[File:Kof98umfeiorimovelist.png]]
 


== Changes from Previous Versions ==
== Changes from Previous Versions ==
Line 19: Line 25:
Normals:
Normals:


* cr.A hurtbox is taller
* 2A hurtbox is taller
* cr.B hurtbox is taller, so some projectiles can no longer be low-profiled
* 2B hurtbox is taller, so some projectiles can no longer be low-profiled


Specials:
Specials:


* dp+C now hits consistently, even against airborne opponents
* 623C now hits consistently, even against airborne opponents
* The time that the hurtbox for qcb+P becomes lower is reduced by 3 frames
<ul><li>The time that the hurtbox for {{Hover|214P|214P}} becomes lower is reduced by 3 frames</li>
* hcb,f+P startup is 3 frames faster, but invincibility frames are reduced
<li>{{Hover|632146P|632146P}} startup is 3 frames faster, but invincibility frames are reduced</li></ul>


Supers:
Supers:


* qcf,hcb+P is no longer a hard knockdown
<ul><li>{{Hover|2363214P|2363214P}} is no longer a hard knockdown</li>
* qcb,hcf+P changed: now deals damage at once when it hits, but none when the opponent is stunned; also reduced stunned time
<li>{{Hover|2141236P|2141236P}} changed: now deals damage at once when it hits, but none when the opponent is stunned; also reduced stunned time</li></ul>


'''98UM to 98UMFE'''
'''98UM to 98UMFE'''


Extra mode step dash distance moved is longer
* Extra mode step dash distance moved is longer


Specials:
Specials:


* hcb,f+P has more recovery after the throw, so it's harder to connect attacks afterwards
<ul><li>{{Hover|632146P|632146P}} has more recovery after the throw, so it's harder to connect attacks afterwards</li></ul>


==Normals==
==Normals==
===Close===
===Close Standing Normals===
{{MoveData
{{FrameDataCargo-KOF98FE
|image=iori_cl.a_umfe.png
| moveId = iori_cla
|imageSize=250px
| description = *Mostly just useful as light combo filler. Chainable and cancelable.
|caption=
| phases =
|name=Close A
|input=cl.A
|data=
{{AttackData-KOF98FE
|startup=4
|active=4
|recovery=5
|guard=HL
|hitAdv= +3
|blockAdv= +1
|cancel=Y
|knockdown=N
|juggle=?
|description=*Mostly just useful as light combo filler. Chainable and cancelable.
}}
}}
}}
 
{{FrameDataCargo-KOF98FE
 
| moveId = iori_clb
{{MoveData
| description = *Has short activation range. Standing low. Cancelable.
|image=iori_cl.b_umfe.png
| phases =  
|imageSize=250px
}}
|caption=
{{FrameDataCargo-KOF98FE
|name=Close B
| moveId = iori_clc
|input=cl.B
| description = *Iori's main heavy combo button. Hits higher up, so it can catch close-range jump-outs. Cancelable.
|data=
| phases =
{{AttackData-KOF98FE
|startup=5
|active=4
|recovery=7
|guard=L
|hitAdv=+1
|blockAdv=-1
|cancel=Y
|knockdown=N
|juggle=?
|description=*Has short activation range. Standing low. Cancelable.
}}
}}
}}
 
{{FrameDataCargo-KOF98FE
 
| moveId = iori_cld
{{MoveData
| description = *Hits high up so can catch jumpouts, but it is not cancelable so it's not as good as cl.C.
|image=iori_cl.c1_umfe.png
| phases =
|imageSize=250px
|image2=iori_cl.c2_umfe.png
|imageSize2=250px
|caption=
|name=Close C
|input=cl.C
|data=
{{AttackData-KOF98FE
|startup=3
|active=2,5
|recovery=14
|guard=HL
|hitAdv=-1
|blockAdv=-3
|cancel=Y
|knockdown=N
|juggle=?
|description=*Iori's main heavy combo button. Hits higher up, so it can catch close-range jump-outs. Cancelable.
}}
}}
}}
 
===Far Standing Normals===
 
{{FrameDataCargo-KOF98FE
{{MoveData
| moveId = iori_sta
|image=iori_cl.d_umfe.png
| description = *Hits too low to stop hops well. Great short-ranged button, as it gives Iori a bit of frame advantage and has a nice hitbox. Chainable.
|imageSize=250px
| phases =
|caption=
|name=Close D
|input=cl.D
|data=
{{AttackData-KOF98FE
|startup=5
|active=6
|recovery=13
|guard= HL
|hitAdv=+1
|blockAdv=-1
|cancel=N
|knockdown=N
|juggle=?
|description=*Hits high up so can catch jumpouts, but it is not cancelable so it's not as good as cl.C.
}}
}}
}}
 
{{FrameDataCargo-KOF98FE
 
| moveId = iori_stb
===Far===
| description = <ul><li>Short to mid-range poke with some decent priority. Has longer range than {{Hover|st.A|A}}.</li></ul>
{{MoveData
| phases =
|image=iori_st.a_umfe.png
|imageSize=250px
|caption=
|name=Far A
|input=f.A
|data=
{{AttackData-KOF98FE
|startup=6
|active=4
|recovery=4
|guard=HL
|hitAdv=+4
|blockAdv=+2
|cancel=N
|knockdown=N
|juggle=?
|description=*Hits too low to stop hops well. Great short-ranged button, as it gives Iori a bit of frame advantage and has a nice hitbox. Chainable.
}}
}}
}}
 
{{FrameDataCargo-KOF98FE
 
| moveId = iori_stc
{{MoveData
| description = *Nice longer-range poke, since it's cancelable on hit, block, and whiff. Has nice priority.
|image=iori_st.b_umfe.png
| phases =
|imageSize=250px
|caption=
|name=Far B
|input=f.B
|data=
{{AttackData-KOF98FE
|startup=6
|active=4
|recovery=7
|guard=HL
|hitAdv=+1
|blockAdv=-1
|cancel=N
|knockdown=N
|juggle=?
|description=*Short  to mid-range poke with some decent priority. Has longer range than st.A.
}}
}}
}}
 
{{FrameDataCargo-KOF98FE
 
| moveId = iori_std
{{MoveData
| description = *Good longer-range poke. His best normal for stopping hops.
|image=iori_st.c_umfe.png
| phases =
|imageSize=250px
|caption=
|name=Far C
|input=f.C
|data=
{{AttackData-KOF98FE
|startup=8
|active=3
|recovery=19
|guard=HL
|hitAdv=-2
|blockAdv=-4
|cancel=Y
|knockdown=N
|juggle=?
|description=*Nice longer-range poke, since it's cancelable on hit, block, and whiff. Has nice priority.
}}
}}
}}
 
===Crouch Normals===
 
{{FrameDataCargo-KOF98FE
{{MoveData
| moveId = iori_cra
|image=iori_st.d_umfe.png
| description = *Good for combos or blockstrings. Chainable and cancelable.
|imageSize=250px
| phases =
|caption=
|name=Far D
|input=f.D
|data=
{{AttackData-KOF98FE
|startup= 10
|active= 8
|recovery= 17
|guard= HL
|hitAdv=-5
|blockAdv=-7
|cancel=N
|knockdown=N
|juggle=?
|description=*Good longer-range poke. His best normal for stopping hops.
}}
}}
}}
 
{{FrameDataCargo-KOF98FE
 
| moveId = iori_crb
{{MoveData
| description = *Standard low move for low combos or blockstrings. Has limited low-profile properties. Chainable.
|image=iori_st.CD_umfe.png
| phases =
|imageSize=250px
|caption=
|name=Blowback
|input=5CD
|data=
{{AttackData-KOF98FE
|startup=11
|active=5
|recovery=24
|guard= HL
|hitAdv=Soft KD
|blockAdv=-7
|cancel= Y
|knockdown= Soft
|juggle=?
|description=*-Has good priority and fairly fast startup speed for a st.CD, so it makes for a decent poke. Cancelable on hit, block, and whiff.
}}
}}
}}
 
{{FrameDataCargo-KOF98FE
===Crouching===
| moveId = iori_crc
{{MoveData
| description = *Not great at anti-airing. Has some forwards priority, so it could be a decent closer-range poke. Cancelable on hit, block, and whiff.
|image=iori_cr.a_umfe.png
| phases =
|imageSize=250px
|caption=
|name=Crouching A
|input=2A
|data=
{{AttackData-KOF98FE
|startup=5
|active=3
|recovery=7
|guard=HL
|hitAdv=+2
|blockAdv=0
|cancel=Y
|knockdown=N
|juggle=?
|description=*Good for combos or blockstrings. Chainable and cancelable.
}}
}}
}}
 
{{FrameDataCargo-KOF98FE
 
| moveId = iori_crd
{{MoveData
| description = *Has long range but terrible recovery.
|image=iori_cr.b_umfe.png
| phases =
|imageSize=250px
|caption=
|name=Crouching B
|input=2B
|data=
{{AttackData-KOF98FE
|startup=5
|active=5
|recovery=5
|guard=L
|hitAdv=+2
|blockAdv=0
|cancel=Y
|knockdown=N
|juggle=?
|description=*Standard low move for low combos or blockstrings. Has limited low-profile properties. Chainable.
}}
}}
}}
 
===Jump Normals===
 
{{FrameDataCargo-KOF98FE
{{MoveData
| moveId = iori_ja
|image=iori_cr.c_umfe.png
| description = *Has a lot of active frames. Can be used as an air-to-air or jump-in.
|imageSize=250px
| phases =
|caption=
|name=Crouching C
|input=2C
|data=
{{AttackData-KOF98FE
|startup=7
|active=5
|recovery=16
|guard=HL
|hitAdv=-1
|blockAdv=-3
|cancel=Y
|knockdown=N
|juggle=?
|description=*Not great at anti-airing. Has some forwards priority, so it could be a decent closer-range poke. Cancelable on hit, block, and whiff.
}}
}}
}}
 
{{FrameDataCargo-KOF98FE
 
| moveId = iori_jb
{{MoveData
| description = *Fast air-to-air with good range.
|image=iori_cr.d_umfe.png
| phases =
|imageSize=250px
|caption=
|name=Crouching D
|input=2D
|data=
{{AttackData-KOF98FE
|startup=5
|active=6
|recovery=31
|guard=L
|hitAdv=Soft KD
|blockAdv=-19
|cancel=N
|knockdown= Soft
|juggle=?
|description=*Has long range but terrible recovery.
}}
}}
}}
 
{{FrameDataCargo-KOF98FE
===Jumping===
| moveId = iori_jc
{{MoveData
| description = *Jump-in button that can crossup, but landing it is hard. Has quite a lot of startup, so it needs to be done early or it will whiff. Due to this, it can be used as a good jump-in fake by doing it late.
|image=iori_j.a_umfe.png
| phases =
|imageSize=250px
|caption=
|name=Jumping A
|input=j.A
|data=
{{AttackData-KOF98FE
|startup=4
|active=9
|recovery=-
|guard=H
|hitAdv=?
|blockAdv=?
|cancel=N
|knockdown=N
|juggle=?
|description=*Has a lot of active frames. Can be used as an air-to-air or jump-in.
}}
}}
}}
 
{{FrameDataCargo-KOF98FE
 
| moveId = iori_jd
{{MoveData
| description = *Good air-to-air that can also hit grounded opponents.
|image=iori_j.b_umfe.png
| phases =
|imageSize=250px
|caption=
|name=Jumping B
|input=j.B
|data=
{{AttackData-KOF98FE
|startup=5
|active=7
|recovery=-
|guard=H
|hitAdv=?
|blockAdv=?
|cancel=N
|knockdown=N
|juggle=?
|description=*Fast air-to-air with good range.
}}
}}
}}
 
===Blowback Normals===
 
{{FrameDataCargo-KOF98FE
{{MoveData
| moveId = iori_stcd
|image=iori_j.c_umfe.png
| description = *Has good priority and fairly fast startup speed for a {{Hover|st.CD|CD}}, so it makes for a decent poke. Cancelable on hit, block, and whiff.
|imageSize=250px
| phases =
|caption=
|name=Jumping C
|input=j.C
|data=
{{AttackData-KOF98FE
|startup=9
|active=3
|recovery=-
|guard=H
|hitAdv=?
|blockAdv=?
|cancel=N
|knockdown=N
|juggle=?
|description=*Jump-in button that can crossup, but landing it is hard. Has quite a lot of startup, so it needs to be done early or it will whiff. Due to this, it can be used as a good jump-in fake by doing it late.
}}
}}
}}
 
{{FrameDataCargo-KOF98FE
 
| moveId = iori_jcd
{{MoveData
| description = *Has good priority forwards, so can be a good air-to-air.
|image=iori_j.d1_umfe.png
| phases =
|imageSize=250px
|image2=iori_j.d2_umfe.png
|imageSize2=250px
|caption=
|name=Jumping D
|input=j.D
|data=
{{AttackData-KOF98FE
|startup=7
|active=8
|recovery=-
|guard=H
|hitAdv=?
|blockAdv=?
|cancel=N
|knockdown=N
|juggle=?
|description=*Good air-to-air that can also hit grounded opponents.
}}
}}
}}
==Throws==
===Reverse Skinner===
'''Reverse Skinner:''' <code>{{Hover|4/6C|4/6C}} (close)</code>


* Regular throw, techable. Iori claws at the opponent, sending them flying almost fullscreen forwards with a soft knockdown.
===Double-reverse Skinner===
'''Double-reverse Skinner:''' <code>{{Hover|4/6D|4/6D}} (close)</code>


{{MoveData
* Regular throw, techable. Iori sneaks behind the opponent and then claws at them, sending them flying almost fullscreen to the other side with a soft knockdown.
|image=iori_j.cd_umfe.png
|imageSize=250px
|caption=
|name=Jumping CD
|input=j.CD
|data=
{{AttackData-KOF98FE
|startup=13
|active=4
|recovery=-
|guard=H
|hitAdv=?
|blockAdv=?
|cancel=N
|knockdown=Soft
|juggle=Y
|description=*Has good priority forwards, so can be a good air-to-air.
}}
}}


===Command Normals===
==Command Normals==
 
===Dream Blast===
{{MoveData
{{FrameDataCargo-KOF98FE
|image=iori_fA_umfe.png
| moveId = iori_f+a, iori_f+a>a
|imageSize=250px
| description = *Iori does a strike forwards.
|caption=
|name=Dream Blast
|input=6A
|data=
{{AttackData-KOF98FE
|startup=8
|active=4
|recovery=19
|guard=HL
|hitAdv=-3
|blockAdv=-5
|cancel=Y
|knockdown=N
|juggle=?
|description=*Iori does a strike forwards.
*Can combo from lights and heavies.
*Can combo from lights and heavies.
*The second hit will whiff if there was too much pushback before the first hit; it will, for example, whiff after a cl.C f+A or cr.B cr.A f+A.
*Therefore, it's best to just use the first hit and skip the second one.
*Therefore, it's best to just use the first hit and skip the second one.
*Both hits cancelable both raw and when cancelled into.
*Both hits cancelable both raw and when cancelled into.
*Key to Iori's combos.
*Key to Iori's combos.
}}
| description2 = <ul><li>This will whiff if there was too much pushback before the first hit; it will, for example, whiff after a cl.C, {{Hover|f+A or cr.B, cr.A, f+A|6A or 2B, 2A, 6A}}.</ul></li>
}}
}}


{{MoveData
===Thunder Axe Shadow Reaper===
|image=iori_fAA_umfe.png
{{FrameDataCargo-KOF98FE
|imageSize=250px
| moveId = iori_rawf+b,iori_cancelf+b
|caption=
| description2 = *A slow overhead.
|name=Dream Blast Followup
*Loses the overhead property if cancelled into.
|input=6A > A
*If you cancel into it, you can cancel into Special Moves/DMs.
|data=
| phases =  
{{AttackData-KOF98FE
|startup=9
|active=7
|recovery=15
|guard=HL
|hitAdv=-2
|blockAdv=-4
|cancel=Y
|knockdown=N
|juggle=?
|description=*-
}}
}}
}}
 
===Lily Breaker===
 
{{FrameDataCargo-KOF98FE
{{MoveData
| moveId = iori_jb+b
|image=iori_fB1_umfe.png
| description = *A very good crossup kick that can be combo-ed into.
|imageSize=250px
|image2=iori_fB2_umfe.png
|imageSize2=250px
|image3=iori_fB3_umfe.png
|imageSize3=250px
|caption=
|name=Thunder Axe Shadow Reaper
|input=6B
|data=
{{AttackData-KOF98FE
|startup=24 (20)
|active=3, 3, 3
|recovery=20
|guard=H (HL)
|hitAdv=-3
|blockAdv=-5
|cancel=N (Y)
|knockdown=N
|juggle=?
|description=*A slow overhead that can be canceled from if canceled into.
*Can be cancelled into but loses the overhead property.
*Is 4f faster when cancelled into.
}}
}}
 
 
{{MoveData
|image=iori_bB_umfe.png
|imageSize=250px
|caption=
|name=Lily Breaker
|input=j.4B
|data=
{{AttackData-KOF98FE
|startup=1
|active=6
|recovery=-
|guard=H
|hitAdv=?
|blockAdv=?
|cancel=N
|knockdown=N
|juggle=?
|description=*A very good crossup kick that can be combo-ed into.
*Will whiff on short crouchers.
*Will whiff on short crouchers.
}}
| phases =
}}
}}
 
==Special Moves==
== Throws ==
===Fire Ball===
 
{{FrameDataCargo-KOF98FE
'''Reverse Skinner:''' <code>b/f+C (close)</code>
| moveId = iori_qcf+a, iori_qcf+c
 
| input = 236A/C
* Regular throw, techable. Iori claws at the opponent, sending them flying almost fullscreen forwards with a soft knockdown.
| input2 = 236A/C
 
| description2 = *A ground-travelling projectile.
'''Double-reverse Skinner:''' <code>b/f+D (close)</code>
 
* Regular throw, techable. Iori sneaks behind the opponent and then claws at them, sending them flying almost fullscreen to the other side with a soft knockdown.
 
 
== Special Moves ==
{{MoveData
|image=iori_qcfA_umfe.png
|imageSize=250px
|caption=
|name=Fireball
|input=236P
|data=
{{AttackData-KOF98FE
|version=236A
|startup=9
|active=-
|recovery=34
|guard=HL
|hitAdv=?
|blockAdv=?
|cancel=N
|knockdown=N
|juggle=Y
}}
{{AttackData-KOF98FE
|version=236C
|startup=9
|active=-
|recovery=41
|guard=HL
|hitAdv=?
|blockAdv=?
|cancel=N
|knockdown=N
|juggle=Y
|description=*A ground-travelling projectile.
*A version travels slowly, while C version travels much faster.
*A version travels slowly, while C version travels much faster.
*Combos from lights and heavies.
*Combos from lights and heavies.
Line 591: Line 192:
*Good for projectile wars, or to use as a longer-ranged poke.
*Good for projectile wars, or to use as a longer-ranged poke.
*Can be made unblockable with his command grab thanks to the unblockable projectile bug.
*Can be made unblockable with his command grab thanks to the unblockable projectile bug.
}}
| phases =
}}
}}


{{MoveData
===Dark Thrust===
{{FrameDataCargo-KOF98FE
| moveId = iori_dp+a, iori_dp+c
| input = 623A/C
| input2 = 623A/C
|image=iori_dpA1_umfe.png
|image=iori_dpA1_umfe.png
|imageSize=250px
|image2=iori_dpA2_umfe.png
|image2=iori_dpA2_umfe.png
|imageSize2=250px
|image3=iori_dpA3_umfe.png
|image3=iori_dpA3_umfe.png
|imageSize3=250px
| description2 =  
|image4=iori_dpC1_umfe.png
*A version lacks full Invulnerability to be a reversal, but still can be a good as a occasional anti-air
|imageSize4=250px
*C version is a good DP that can be used as a Reversal.
|image5=iori_dpC2_umfe.png
| phases2 =  
|imageSize5=250px
<center>'''dp+A'''</center>
|image6=iori_dpC3_umfe.png
<gallery mode=packed-hover heights=118px>
|imageSize6=250px
File:iori_dpA1_umfe.png|'''1st hit'''
|caption3=A Version
File:iori_dpA2_umfe.png|'''2nd hit'''
|caption6=C Version
File:iori_dpA3_umfe.png|'''3rd hit'''
|name=Dark Thrust
</gallery>
|input=623P
<center>'''dp+C'''</center>
|data=
<gallery mode=packed-hover heights=118px>
{{AttackData-KOF98FE
File:iori_dpC1_umfe.png|'''1st hit'''
|version=623A
File:iori_dpC2_umfe.png|'''2nd hit'''
|startup=5
File:iori_dpC3_umfe.png|'''3rd hit'''
|active=1, 2, 8
</gallery>
|recovery=26
}}
|guard=HL
|hitAdv=Soft KD
|blockAdv=-19
|cancel=N
|knockdown=Soft
|juggle=?
|description=*1-5f Upper Body Inv
}}
{{AttackData-KOF98FE
|version=623C
|startup=5
|active=2, 3, 13
|recovery=41
|guard=HL
|hitAdv=Soft KD
|blockAdv=-41
|cancel=N
|knockdown=Soft
|juggle=?
|description=*1-5f All Inv
}}
}}


 
===Deadly Flower===
{{MoveData
{{FrameDataCargo-KOF98FE
|image=iori_qcb1_umfe.png
| moveId = iori_qcb+a,iori_qcb+a>qcb+p,iori_qcb+a>qcb+p>qcb+p,iori_qcb+c,iori_qcb+c>qcb+p,iori_qcb+c>qcb+p>qcb+p
|imageSize=250px
| input = (214A/C)x1~3
|image2=iori_qcb2_umfe.png
| input2 = (214A/C)x1~3
|imageSize2=250px
| description6 = *The first two hits are mids, and the third one hits overhead.
|image3=iori_qcb3_umfe.png
*Iori's main combo special. The light version combos from lights and the heavy version from heavies.
|imageSize3=250px
|name=Deadly Flower
|input=214P
|data=
{{AttackData-KOF98FE
|version=214A
|startup=8
|active=3
|recovery=26
|guard=HL
|hitAdv=-9
|blockAdv=-11
|cancel=N
|knockdown=N
|juggle=?
|description=*The first two hits are mids, and the third one hits overhead.
*Iori's main combo special. The light version combos from lights.
*Causes hard knockdown and gives Iori plenty of time to set up whatever offense he wants afterwards.
*Causes hard knockdown and gives Iori plenty of time to set up whatever offense he wants afterwards.
*All 3 hits of both the A and C Rekka are Negative and unsafe on block point-blank. At further ranges, they are still unsafe, but the opponent will need a fairly fast long-range move to punish.
*All 3 hits of both the A and C Rekka are Negative and unsafe on block point-blank. At further ranges, they are still unsafe, but the opponent will need a fairly fast long-range move to punish.
*The A Rekkas knock the enemy back a bit on hit.
*The A Rekkas knock the enemy back a bit on hit.
}}
{{AttackData-KOF98FE
|version=214A>A
|startup=7
|active=3
|recovery=29
|guard=HL
|hitAdv=-12
|blockAdv=-14
|cancel=N
|knockdown=N
|juggle=?
|description=*
}}
  {{AttackData-KOF98FE
|version=214A>A>A
|startup=17
|active=2
|recovery=29
|guard=HL
|hitAdv=Hard KD
|blockAdv=-13
|cancel=N
|knockdown=Hard
|juggle=?
|description=*
}}
{{AttackData-KOF98FE
|version=214C
|startup=11
|active=3
|recovery=28
|guard=HL
|hitAdv=-11
|blockAdv=-13
|cancel=N
|knockdown=N
|juggle=?
|description=*The first two hits are mids, and the third one hits overhead.
*Iori's main combo special. The heavy version combos from heavies.
*Causes hard knockdown and gives Iori plenty of time to set up whatever offense he wants afterwards.
*All 3 hits of both the A and C Rekka are Negative and unsafe on block point-blank. At further ranges, they are still unsafe, but the opponent will need a fairly fast long-range move to punish.
*The full C rekkas make them land right next to Iori with a hard knockdown, setting up a few wakeup options.
*The full C rekkas make them land right next to Iori with a hard knockdown, setting up a few wakeup options.
}}
}}
{{AttackData-KOF98FE
 
|version=214C>C
===Slash Talon Comb===
|startup=11
{{FrameDataCargo-KOF98FE
|active=3
| moveId = iori_dp+b,iori_dp+d
|recovery=29
| input = 623B/D
|guard=HL
| input2 = 623B/D
|hitAdv=-12
| description2 = *Iori does a leap forwards and hits with his flames.
|blockAdv=-14
*B version travels a shorter distance than D version.
|cancel=N
*B version can be cancelled into his qcb+P on contact whereas D version is cancellable into any special move.
|knockdown=N
<ul><li>Unsafe on block, and since his qcb+P is also not safe on block there's no real way to reduce risk. However {{Hover|dp+D, qcf+A|623D, 236A}} is a fairly safe option.</ul></li>
|juggle=?
|description=*
}}
  {{AttackData-KOF98FE
|version=214A>C>C
|startup=17
|active=9
|recovery=31
|guard=HL
|hitAdv=Hard KD
|blockAdv=-22
|cancel=N
|knockdown=Hard
|juggle=?
|description=*
}}
}}
{{MoveData
|image=iori_dpK_umfe.png
|imageSize=250px
|caption=
|name=Slash Talon Comb
|input=623K
|data=
{{AttackData-KOF98FE
|version=623B
|startup=24
|active=5
|recovery=25
|guard=HL
|hitAdv=-10
|blockAdv=-12
|cancel=Y
|knockdown=N
|juggle=?
|description=*1-10f Full Inv
*Iori does a leap forwards and hits with his flames.
*B version travels a shorter distance
*B version can be cancelled into his qcb+P on contact
*Unsafe on block, and since his qcb+P is also not safe on block there's no real way to reduce risk. However dp+D qcf+A is a fairly safe option.
*Can go over some lows.
*Can go over some lows.
*Has a little bit of startup invincibility.
*Has a little bit of startup invincibility.
*Main use is for baiting guard cancel CD. Just cancel your normal into dp+D and go into qcf+A if there is no Guard Cancel. If there is a Guard Cancel you can react and either cancel into Maiden Masher or Rekkas.
<ul><li>Main use is for baiting guard cancel CD. Just cancel your normal into {{Hover|dp+D and go into qcf+A|623D and go into 236A}} if there is no Guard Cancel. If there is a Guard Cancel you can react and either cancel into Maiden Masher or Rekkas.</ul></li>
}}
}}
{{AttackData-KOF98FE
|version=623D
|startup=29
|active=5
|recovery=27
|guard=HL
|hitAdv=-12
|blockAdv=-14
|cancel=Y
|knockdown=N
|juggle=?
|description=*1-10f Full Inv
*Iori does a leap forwards and hits with his flames.
*D version travels a longer distance
*D version is cancellable into any special move.
*Unsafe on block, and since his qcb+P is also not safe on block there's no real way to reduce risk. However dp+D qcf+A is a fairly safe option.
*Can go over some lows.
*Has a little bit of startup invincibility.
*Main use is for baiting guard cancel CD. Just cancel your normal into dp+D and go into qcf+A if there is no Guard Cancel. If there is a Guard Cancel you can react and either cancel into Maiden Masher or Rekkas.
}}
}}


 
===Dark Crescent Slice===
{{MoveData
{{FrameDataCargo-KOF98FE
|image=iori_hcbK_umfe.png
| moveId = iori_hcb+b,iori_hcb+d
|imageSize=250px
| input = 63214B/D
|caption=
| input2 = 63214B/D
|name=Dark Crescent Slice
| description2 = *Iori runs forwards and hits the opponent. If successful, he takes them to the ground and blows them up with flames.
|input=63214K
*B version runs a shorter distance. D version runs a longer distance.
|data=
{{AttackData-KOF98FE
|version=63214B
|startup=6 (Run), 11 (Attack)
|active=16 (Run), 8 (Attack)
|recovery=14 (Run), 16 (Attack)
|guard=HL
|hitAdv=Soft KD
|blockAdv=-6
|cancel=N
|knockdown=Soft
|juggle=?
|description=*Iori runs forwards and hits the opponent. If successful, he takes them to the ground and blows them up with flames.
*B version runs a shorter distance.
*Has low invincibility during the run.
*Has low invincibility during the run.
*Will combo from heavies, but only at close range.
*Will combo from heavies, but only at close range.
*Can be used as a decent longer-range punish.
*Can be used as a decent longer-range punish.
*Unsafe on block.
*Unsafe on block.  
}}
}}
{{AttackData-KOF98FE
 
|version=63214D
===Scum Gale===
|startup=6 (Run), 11 (Attack)
{{FrameDataCargo-KOF98FE
|active=24 (Run), 8 (Attack)
| moveId = iori_hcbf+p
|recovery=14 (Run), 16 (Attack)
| description = *Iori grabs hold of the opponent and shoves them behind him.
|guard=HL
|hitAdv=Soft KD
|blockAdv=-6
|cancel=N
|knockdown=Soft
|juggle=?
|description=*Iori runs forwards and hits the opponent. If successful, he takes them to the ground and blows them up with flames.
*D version runs a longer distance.
*Has low invincibility during the run.
*Will combo from heavies, but only at close range.
*Can be used as a decent longer-range punish.
*Unsafe on block.
}}
}}
{{MoveData
|image=iori_cmd_grab_umfe.png
|imageSize=250px
|caption=
|name=Scum Gale
|input=63214P
|data=
{{AttackData-KOF98FE
|startup=8
|active=1
|recovery=30
|guard=-
|hitAdv=-
|blockAdv=-
|cancel=N
|knockdown=N
|juggle=?
|description=*3-6f Full Inv
*Iori grabs hold of the opponent and shoves them behind him.
*A command grab that lets Iori follow up with a combo afterwards.
*A command grab that lets Iori follow up with a combo afterwards.
*Has some startup invincibility, but not all the way to the active frames.
*Has some startup invincibility, but not all the way to the active frames.
*Good for mixups, as it lets him do a full combo afterwards that leads to another mixup.
*Good for mixups, as it lets him do a full combo afterwards that leads to another mixup.
*Has longer startup than most command grabs while also not being fully invincible, but despite this it's still good.
*Has longer startup than most command grabs while also not being fully invincible, but despite this it's still good.
}}
| phases =
}}
}}


== Desperation Moves ==
==Desperation Moves==
 
===Maiden Masher===
{{MoveData
{{FrameDataCargo-KOF98FE
|image=iori_maidenmasher_umfe.png
| moveId = iori_qcfhcb+a,iori_qcfhcb+c
|imageSize=250px
| input = 2363214A/C
|name=Maiden Masher
| input2  = 2363214A/C
|input=236 63214P
| description2 = *A Version goes a shorter distance, C version goes a longer distance
|data=
*Iori crouches low and dashes forwards, doing a Ranbu on hit.
  {{AttackData-KOF98FE
|version=236 63214A
|startup=5
|active=16
|recovery=40
|guard=HL
|hitAdv=Soft KD
|blockAdv=-23
|cancel=N
|knockdown=Soft
|juggle=?
|description=*Iori crouches low and dashes forwards, doing a Ranbu on hit.
*Has some low-profile startup frames, so it can go under some airborne projectiles.
*Can be combo-ed into from lights and heavies.
*Causes soft knockdown.
}}
  {{AttackData-KOF98FE
|version=236 63214C
|startup=5
|active=24
|recovery=42
|guard=HL
|hitAdv=Soft KD
|blockAdv=-25
|cancel=N
|knockdown=Soft
|juggle=?
|description=*Iori crouches low and dashes forwards, doing a Ranbu on hit.
*Has some low-profile startup frames, so it can go under some airborne projectiles.
*Has some low-profile startup frames, so it can go under some airborne projectiles.
*Can be combo-ed into from lights and heavies.
*Can be combo-ed into from lights and heavies.
*Causes soft knockdown.
*Causes soft knockdown.
}}
| phases =  
  {{AttackData-KOF98FE
|version=236 63214A/C (SDM)
|startup=17
|active=2
|recovery=29
|guard=HL
|hitAdv=Soft KD
|blockAdv=-13
|cancel=N
|knockdown=Soft
|juggle=?
|description=*Does more damage but is much slower.
*Can be combo-ed into from heavies.
}}
}}
}}


{{MoveData
===One For The Road Blast===
|image=iori_pillar_umfe.png
{{FrameDataCargo-KOF98FE
|imageSize=250px
| moveId = iori_qcbhcf+a,iori_qcbhcf+c
|name=One For The Road Blast
| input = 2141236A/C
|input=214 41236P
| input2  = 2141236A/C
|data=
| description2 = *Iori sends out a big blast of flames.
  {{AttackData-KOF98FE
*The A version only reaches a bit in front of Iori, while the C version travels a bit more than halfscreen.
|version=214 41236A
|startup=17 (if the button is released immediately)
|active=24
|recovery=45
|guard=HL
|hitAdv=-
|blockAdv=-
|cancel=N
|knockdown=N
|juggle=?
|description=*Iori sends out a big blast of flames.
*The A version only reaches a bit in front of Iori.
*On hit, the opponent gets frozen in place and Iori gets a followup combo.
*On hit, the opponent gets frozen in place and Iori gets a followup combo.
*This move hitting is one of the few ways you can actually combo into qcf,hcb+AC.
*This move hitting is one of the few ways you can actually combo into qcf,hcb+AC.
*The projectile's size is only as big as his qcf+P, so it can be jumped over and even hopped over with good timing.
<ul><li>The projectile's size is only as big as his {{Hover|qcf+P|236P}}, so it can be jumped over and even hopped over with good timing.</ul></li>
| phases =
}}


}}
==Super Desperation Moves==
  {{AttackData-KOF98FE
===Maiden Masher===
|version=214 41236C
{{FrameDataCargo-KOF98FE
|startup=17 (if the button is released immediately)
| moveId = iori_qcfhcb+psdm
|active=34
| description = *Does more damage than the regular versions, but is much slower.
|recovery=49
*Can be combo-ed into from heavies.
|guard=HL
| phases =  
|hitAdv=-
|blockAdv=-
|cancel=N
|knockdown=N
|juggle=?
|description=*Iori sends out a big blast of flames.
*The C version travels a bit more than halfscreen.
*On hit, the opponent gets frozen in place and Iori gets a followup combo.
*This move hitting is one of the few ways you can actually combo into qcf,hcb+AC.
*The projectile's size is only as big as his qcf+P, so it can be jumped over and even hopped over with good timing.
}}
  {{AttackData-KOF98FE
|version=214 41236A/C (SDM)
|startup=17 (if the button is released immediately)
|active=Each pillar is active for 8F
|recovery=51
|guard=HL
|hitAdv=-
|blockAdv=-
|cancel=N
|knockdown=N
|juggle=?
|description=*The MAX version creates a series of pillars that go from Iori to the other end of the screen. These pillars reach all the way to the top of the screen.
}}
}}
}}


== Combos ==
===One For The Road Blast===
 
{{FrameDataCargo-KOF98FE
'''General Notes'''
| moveId = iori_qcbhcf+psdm
 
| description = *The MAX version creates a series of pillars that go from Iori to the other end of the screen. These pillars reach all the way to the top of the screen.
===Meterless===
| phases =  
 
}}
''Low''
 
: <code>cr.B, cr.A, f+A, qcb+Cx3</code>
 
''Mid/Jump-In''
 
: <code>(j.X), cl.C, f+A, qcb+Cx3</code>
: Iori's BnB punish and jump-in combo.
 
''Other''
 
: <code>hcb,f+P, st.C, qcb+Cx3</code>
 
: <code>hcb,f+P, cl.C, f+A, qcb+Cx3</code>
: Requires a run before the cl.C.
 
===With Meter===
 
''Low''
 
: <code>cr.B, cr.A, f+A, qcf,hcb+P</code>
 
''Mid/Jump-In''
 
: <code>(j.X), cl.C, f+A, qcf,hcb+P</code>
 
: <code>(j.B), cr.C, f+A, qcf,hcb+AC</code>
 
''Other''
 
: <code>hcb,f+P, st.C, qcf,hcb+P</code>
 
: <code>hcb,f+P, cl.C, f+A, qcf,hcb+P</code>
: Requires a run before the cl.C.
 
===With Quick MAX===
 
''Corner''
 
: <code>cr.B, cr.A, f+A, qcb+Cx2, ABC, qcf,hcb+P</code>
 
: <code>(j.X), cl.C, f+A, qcb+Cx2, ABC, qcf,hcb+P</code>


== Strategy & Tips ==
== Strategy & Tips ==
Line 1,028: Line 320:
{{#ev:youtube|GvGWCkcVaNk|||'''King of Fighters 98 UM FE: Iori Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}
{{#ev:youtube|GvGWCkcVaNk|||'''King of Fighters 98 UM FE: Iori Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}


== External Links ==
== Navigation ==
 
{{CharNavbox 98FE}}
{{Navbox 98UMFE}}
{{Navbox 98UMFE}}


[[Category:The King of Fighters '98 Ultimate Match Final Edition]]
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]
[[Category:Iori Yagami]]
[[Category:Iori Yagami]]

Latest revision as of 00:17, 20 November 2023

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplaysMatchups


Introduction

Iori is a highly versatile character that can do just about anything, but leans towards rushdown and mixups due to his great access to hard knockdowns. At further ranges, he has a fireball and a good poke as his main tools, but Iori really starts to shine when he lands a hit into his hard knockdown rekka. He has plenty of mixup options, like a good crossup, a command grab he can combo out of, good low confirms, and an overhead. Most of these options will allow him to combo into rekka again and repeat the situation. On defense, he has access to a great DP for reversals and anti-airs, and a good DM that can low-profile and anti-air well. Iori's main weakness is that he lacks certain kinds of ground moves, so his grounded poking game can feel a bit lacking. Notably, his sweep, while a great whiff punisher, is unsafe on block, and his standing B isn't the long and fast mid poke that some other characters have.

Movelist


Changes from Previous Versions

98 to 98UM

Normals:

  • 2A hurtbox is taller
  • 2B hurtbox is taller, so some projectiles can no longer be low-profiled

Specials:

  • 623C now hits consistently, even against airborne opponents
  • The time that the hurtbox for 214P 214P becomes lower is reduced by 3 frames
  • 632146P 632146P startup is 3 frames faster, but invincibility frames are reduced

Supers:

  • 2363214P 2363214P is no longer a hard knockdown
  • 2141236P 2141236P changed: now deals damage at once when it hits, but none when the opponent is stunned; also reduced stunned time

98UM to 98UMFE

  • Extra mode step dash distance moved is longer

Specials:

  • 632146P 632146P has more recovery after the throw, so it's harder to connect attacks afterwards

Normals

Close Standing Normals

close A
cl.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 cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT 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.
- Mid C 4 4 5 +3 +1 -
  • Mostly just useful as light combo filler. Chainable and cancelable.
close B
cl.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 cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT 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.
- Low C 5 4 7 +1 -1 -
  • Has short activation range. Standing low. Cancelable.
close C
cl.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 cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT 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.
- Mid C 2 2, 5 14 -1 -3 -
  • Iori's main heavy combo button. Hits higher up, so it can catch close-range jump-outs. Cancelable.
close D
cl.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 cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT 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.
- Mid - 5 6 13 +1 -1 -
  • Hits high up so can catch jumpouts, but it is not cancelable so it's not as good as cl.C.

Far Standing Normals

far A
5A
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 cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT 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.
- Mid - 6 4 4 +4 +2 -
  • Hits too low to stop hops well. Great short-ranged button, as it gives Iori a bit of frame advantage and has a nice hitbox. Chainable.
far B
5B
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 cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT 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.
- Mid - 6 4 7 +1 -1 -
  • Short to mid-range poke with some decent priority. Has longer range than st.A A.
far C
5C
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 cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT 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.
- Mid C 8 3 19 -2 -4 -
  • Nice longer-range poke, since it's cancelable on hit, block, and whiff. Has nice priority.
far D
5D
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 cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT 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.
- Mid - 10 8 17 -5 -7 -
  • Good longer-range poke. His best normal for stopping hops.

Crouch Normals

crouch A
2A
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 cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT 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.
- Mid C 5 3 7 +2 0 -
  • Good for combos or blockstrings. Chainable and cancelable.
crouch B
2B
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 cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT 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.
- Low - 5 5 5 +2 0 -
  • Standard low move for low combos or blockstrings. Has limited low-profile properties. Chainable.
crouch C
2C
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 cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT 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.
- Mid C 7 5 16 -1 -3 -
  • Not great at anti-airing. Has some forwards priority, so it could be a decent closer-range poke. Cancelable on hit, block, and whiff.
crouch D
2D
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 cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT 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.
- Low - 5 6 31 SKD -19 -
  • Has long range but terrible recovery.

Jump Normals

jump A
j.A
j.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 cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT 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.
- High - 4 9 - - - -
  • Has a lot of active frames. Can be used as an air-to-air or jump-in.
jump B
j.B
j.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 cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT 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.
- High - 5 7 - - - -
  • Fast air-to-air with good range.
jump C
j.C
j.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 cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT 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.
- High - 9 3 - - - -
  • Jump-in button that can crossup, but landing it is hard. Has quite a lot of startup, so it needs to be done early or it will whiff. Due to this, it can be used as a good jump-in fake by doing it late.
jump D
j.D
j.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 cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT 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.
- High - 6 3, 2 - - - -
  • Good air-to-air that can also hit grounded opponents.

Blowback Normals

stand CD
5CD
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 cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT 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.
- Mid C 11 5 24 SKD -7 -
  • Has good priority and fairly fast startup speed for a

st.CD CD, so it makes for a decent poke. Cancelable on hit, block, and whiff.

jump CD
j.CD
j.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 cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT 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.
- High - 13 4 - - - -
  • Has good priority forwards, so can be a good air-to-air.

Throws

Reverse Skinner

Reverse Skinner: 4/6C 4/6C (close)

  • Regular throw, techable. Iori claws at the opponent, sending them flying almost fullscreen forwards with a soft knockdown.

Double-reverse Skinner

Double-reverse Skinner: 4/6D 4/6D (close)

  • Regular throw, techable. Iori sneaks behind the opponent and then claws at them, sending them flying almost fullscreen to the other side with a soft knockdown.

Command Normals

Dream Blast

Dream Blast
6A
6A
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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 cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT 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.

6A 6A

- Mid C 8 4 19 -3 -5 -
  • Iori does a strike forwards.
  • Can combo from lights and heavies.
  • Therefore, it's best to just use the first hit and skip the second one.
  • Both hits cancelable both raw and when cancelled into.
  • Key to Iori's combos.

6A > A 6A > A

- Mid C 9 7 15 -2 -4 -
  • This will whiff if there was too much pushback before the first hit; it will, for example, whiff after a cl.C, f+A or cr.B, cr.A, f+A 6A or 2B, 2A, 6A.

Thunder Axe Shadow Reaper

Thunder Axe Shadow Reaper
6B
6B
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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 cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT 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.

Raw Raw

- High - 24 3, 3 ,3 20 -3 -5 -

Canceled into Canceled into

- Mid C 20 3, 3 ,3 20 -3 -5 -
  • A slow overhead.
  • Loses the overhead property if cancelled into.
  • If you cancel into it, you can cancel into Special Moves/DMs.

Lily Breaker

Lily Breaker
j.4B
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 cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT 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.
- High - 1 6 - - - -
  • A very good crossup kick that can be combo-ed into.
  • Will whiff on short crouchers.

Special Moves

Fire Ball

Fire Ball
236A/C
236A/C
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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 cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT 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.

236A 236A

- Mid - 9 While on screen 34 - - -

236C 236C

- Mid - 9 While on screen 41 - - -
  • A ground-travelling projectile.
  • A version travels slowly, while C version travels much faster.
  • Combos from lights and heavies.
  • Can be hopped over.
  • Good for projectile wars, or to use as a longer-ranged poke.
  • Can be made unblockable with his command grab thanks to the unblockable projectile bug.

Dark Thrust

Dark Thrust
623A/C
623A/C
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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 cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT 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.

623A 623A

- Mid - 5 1, 2, 8 26 SKD -16 (point blank) / -18 (close) (Startup - 1)_Hit+Throw_(Full)

623C 623C

- Mid - 5 2, 3, 13 41 SKD -36 (point blank) / -39 (close) (1~10)_Hit+Throw_(Full)

  • A version lacks full Invulnerability to be a reversal, but still can be a good as a occasional anti-air
  • C version is a good DP that can be used as a Reversal.

dp+A
dp+C

Deadly Flower

Deadly Flower
(214A/C)x1~3
(214A/C)x1~3
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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 cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT 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.

214A 214A

- Mid - 8 3 26 -9 -11 -

214A > 214P 214A > 214P

- Mid - 7 3 29 -12 -14 -

214A > 214P > 214P 214A > 214P > 214P

- Mid - 17 2 29 HKD -13 -

214C 214C

- Mid - 11 3 28 -11 -13 -

214C > 214P 214C > 214P

- Mid - 11 3 29 -12 -14 -

214C > 214P > 214P 214C > 214P > 214P

- Mid - 17 9 31 HKD -22 -
  • The first two hits are mids, and the third one hits overhead.
  • Iori's main combo special. The light version combos from lights and the heavy version from heavies.
  • Causes hard knockdown and gives Iori plenty of time to set up whatever offense he wants afterwards.
  • All 3 hits of both the A and C Rekka are Negative and unsafe on block point-blank. At further ranges, they are still unsafe, but the opponent will need a fairly fast long-range move to punish.
  • The A Rekkas knock the enemy back a bit on hit.
  • The full C rekkas make them land right next to Iori with a hard knockdown, setting up a few wakeup options.

Slash Talon Comb

Slash Talon Comb
623B/D
623B/D
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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 cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT 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.

623B 623B

- Mid C 24 5 25 -10 -12 (1~10)_Hit+Throw_(Full)

623D 623D

- Mid C 29 5 27 -12 -14 (1~10)_Hit+Throw_(Full)
  • Iori does a leap forwards and hits with his flames.
  • B version travels a shorter distance than D version.
  • B version can be cancelled into his qcb+P on contact whereas D version is cancellable into any special move.
  • Unsafe on block, and since his qcb+P is also not safe on block there's no real way to reduce risk. However dp+D, qcf+A 623D, 236A is a fairly safe option.
  • Can go over some lows.
  • Has a little bit of startup invincibility.
  • Main use is for baiting guard cancel CD. Just cancel your normal into dp+D and go into qcf+A 623D and go into 236A if there is no Guard Cancel. If there is a Guard Cancel you can react and either cancel into Maiden Masher or Rekkas.

Dark Crescent Slice

Dark Crescent Slice
63214B/D
63214B/D
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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 cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT 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.

63214B 63214B

- Mid - 5 (Run), 11 (Attack) 16 (Run), 8 (Attack) 14 (Run), 16 (Attack) HKD -6 -

63214D 63214D

- Mid - 5 (Run), 11 (Attack) 24 (Run), 8 (Attack) 14 (Run), 16 (Attack) HKD -6 -
  • Iori runs forwards and hits the opponent. If successful, he takes them to the ground and blows them up with flames.
  • B version runs a shorter distance. D version runs a longer distance.
  • Has low invincibility during the run.
  • Will combo from heavies, but only at close range.
  • Can be used as a decent longer-range punish.
  • Unsafe on block.

Scum Gale

Scum Gale
632146A/C
632146A/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 cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT 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.
- - - 8 1 30 - - (3~6)_Hit+Throw_(Full)
  • Iori grabs hold of the opponent and shoves them behind him.
  • A command grab that lets Iori follow up with a combo afterwards.
  • Has some startup invincibility, but not all the way to the active frames.
  • Good for mixups, as it lets him do a full combo afterwards that leads to another mixup.
  • Has longer startup than most command grabs while also not being fully invincible, but despite this it's still good.

Desperation Moves

Maiden Masher

Maiden Masher
2363214A/C
2363214A/C
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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 cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT 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.

2363214A 2363214A

- Mid - 5 16 40 SKD -38 ~ -23 -

2363214C 2363214C

- Mid - 5 24 42 SKD -48 ~ -25 -
  • A Version goes a shorter distance, C version goes a longer distance
  • Iori crouches low and dashes forwards, doing a Ranbu on hit.
  • Has some low-profile startup frames, so it can go under some airborne projectiles.
  • Can be combo-ed into from lights and heavies.
  • Causes soft knockdown.

One For The Road Blast

One For The Road Blast
2141236A/C
2141236A/C
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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 cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT 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.

2141236A 2141236A

- Mid - 17 (If released immediately) 24 45 - - -

2141236C 2141236C

- Mid - 17 (If released immediately) 34 49 - - -
  • Iori sends out a big blast of flames.
  • The A version only reaches a bit in front of Iori, while the C version travels a bit more than halfscreen.
  • On hit, the opponent gets frozen in place and Iori gets a followup combo.
  • This move hitting is one of the few ways you can actually combo into qcf,hcb+AC.
  • The projectile's size is only as big as his qcf+P 236P, so it can be jumped over and even hopped over with good timing.

Super Desperation Moves

Maiden Masher

Maiden Masher
2363214P
2363214P
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 cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT 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.
- Mid - 11 24 42 SKD -48 ~ -25 -
  • Does more damage than the regular versions, but is much slower.
  • Can be combo-ed into from heavies.

One For The Road Blast

One For The Road Blast
2141236P
2141236P
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 cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT 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.
- Mid - 17 (If released immediately) Each pillar is active for 8f 51 - - -
  • The MAX version creates a series of pillars that go from Iori to the other end of the screen. These pillars reach all the way to the top of the screen.

Strategy & Tips

Videos

King of Fighters 98 UM FE: Iori Guide by Mash It Out

Navigation

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplaysMatchups

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro