-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

The King of Fighters XV/Iori Yagami/Combos: Difference between revisions

From Dream Cancel Wiki
Jump to navigation Jump to search
Created page with "{{#lst:{{BASEPAGENAME}}/Combos|Links}} {{ComboLegend-KOFXV}} {{CharNavbox_XV}} ==Combos== ===Rush Auto Combo=== '''Meterless:'''<br> '''1 Bar:'''<br> '''2 Bars:'''<br> '''3 Bars:'''<br> ===Meterless=== {|class="wikitable" ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes |- | || || || || || Anywhere || |} ===EX=== {|class="wikitable" ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes |- | || || || || || Anywhere..."
 
Corlist (talk | contribs)
mNo edit summary
 
(68 intermediate revisions by 12 users not shown)
Line 2: Line 2:
{{ComboLegend-KOFXV}}
{{ComboLegend-KOFXV}}
{{CharNavbox_XV}}
{{CharNavbox_XV}}
==Combo Notation Guide==
{|class="wikitable"
! Notation !! Meaning
|-
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.
|-
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
|-
| ''',''' || Link the previous move into the following move.
|-
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be Kara Canceled.
|-
| '''~''' || Cancel the previous special into the following special.
|-
| '''cl.''' || Close to opponent.
|-
| '''f.''' || Far from opponent.
|-
| '''j.''' || Jumping move.
|-
| '''AA''' || Anti-air. Hit the opponent while they're mid-air.
|-
| '''[X]''' || Hold input briefly.
|-
| '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
|-
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown).
|-
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".
|-
|}
==Starters==
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/>
The other starters in each table should also work in each case, but may not.
===Light Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| '''2B > 5A''' || 38 || Standard low light confirm.  Go-to confirm due to the reliability. 
|-
| 2B > 2A/5A > 6A || 65 || Light confirm into 6A.  Allows Iori to go into his heavy starter combos, but can whiff at further distances.
|}
===Heavy Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| '''j.X > cl.C''' || 136 || Standard jump-in starter due to cl.C being incredibly fast. 2C has better range if the opponent is standing. If they're crouching, opt for 5C or 5A.<br /> Can add 6B in short combos for a bit more damage.
|-
| 2C > 6B || 98 || Alternate jump-in with more range on standing opponents. 6B might not be worth it in longer combos due to scaling.
|-
| 2B > 2A > 6A || 65 || Low light confirm into Heavy combos. Must be fairly close. If close enough can add the 2nd hit of 6A.
|-
| cl.B, cl.C || 91 || Only works from close range, but good damage for a low confirm into a heavy normal.
|}
===Other Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| CD || 75 ||
|-
| 623D/BD || 80/90 || Both useful Anti-fireball tools. 623D can be cancelled into any other special, including their EX versions.<br />623BD on the other hand, pops the opponent up for a juggle.
|-
| 632146P/AC || 0 || Command throw that starts combos. The EX version has less scaling, i.e. the proceeding combo will do more damage.
|}
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.)


==Combos==
==Combos==
'''General Notes'''
* Iori can add 63214BD after his 214A rekka chain to OTG the opponent for a damage increase if you have at least 0.5 bars.
* You can add both parts of Iori's 6A after crouching lows at point blank range.
* Using two EX moves in a combo will result in more damage than a super for the same cost. Comboing into super is more worth it if you plan on cancelling into another super afterwards for more damage.
* If you are spending more than 1 meter, use 632146AC as it has less damage scaling and will result in more damage than using the regular command grab and adding another EX move.
* As of patch 1.62, Iori can combo 63214D into 2141236P or 2141236AC against grounded opponents. This improves his damage potential on any combo starter where you intend to spend 1 or more meter in total, including giving Iori a fairly easy corner Touch-of-Death with multiple starter options.
===Rush Auto Combo===
===Rush Auto Combo===
'''Meterless:'''<br>
{|class="wikitable sortable"
'''1 Bar:'''<br>
! Combo!! Damage !! Meter cost !! notes
'''2 Bars:'''<br>
|-
'''3 Bars:'''<br>
|  cl.A > A > A > B || 164 || 0 || Rush combo ending in a special move
|-
|  cl.A > A > A > C || 223 || 1 || Rush combo ending in a super
|-
|  cl.A > A > A > D || 337  || 2 || Rush combo ending in a Max super
|-
|  cl.A > A > A > A || 427 || 3 || Rush combo ending in a Climax super
|}


===Meterless===
===Meterless===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes
|-
| '''Light Starter''' > 214A*3 || 139 || 145 || 0.2 || Anywhere || Low combo to use when too far for '2A > 2B > 6A'.
|-
| '''Heavy Starter''' > 63214D || 275 || 140 || 0.4 || Anywhere || Slightly more damage, but less hits to confirm with.
|-
| 632146P, 2C > 6B > 63214D || 159 || 110 || 0.3 || Anywhere || Easier command grab combo.
|-
| 632146P, 2C > (6A) ~ A > 63214D || 185 || 130 || 0.4 || Anywhere || Harder command grab combo. Whiff the first hit of 6A ~ A and land the 2nd hit.
|-
| CD, 63214D || 182 || 100 || 0.25 || Anywhere || Reliable, Easy, Consistent, and doesn't require committing to anything after CD.
|-
| CD > 236A, 63214D || 219 || 140 || 0.3 || Non-Corner || Extremely straightforward CD confirm. CD into light fireball is not a true blockstring but is plus on block.
|-
| CD > (63214B), f.C > 63214D || 223 || 170 || 0.3 || Non-Corner || If done quick enough, the f.C hits standing.
|-
| CD, 236A, 623C || 204 || 250 || 0.4 || Corner || Reliable and doesn't require CD to be cancelled.
|-
|-
| || || || || || Anywhere ||  
| CD > 623D > 214A*2, 623C || 244 || 330 || 0.5 || Corner || More damage, more commitment.
|}
|}


===EX===
===EX===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes
|-
| '''Light Starter''' > 214A*3, 63214BD || 209 || 145 || 0.2 || Anywhere || Reliable but not much damage. Useful if you build the necessary meter after the combo.
|-
| '''Light/Heavy Starter''' > 236AC, 623D > 63214D || 287/385 || 125/220 || 0.4 || Anywhere || Good half bar damage, but doesn't work at all ranges from a Light Confirm, in which case use above combo. Less corner carry but still gives a safe jump with microdash hop.
|-
| '''Light/Heavy Starter''' > 236AC, 623D > 236A, 214A*2, 623C || 344/442 || 315/410 || 0.5/0.6 || Near-Corner || Must be done from a very specific distance away from Corner. Doesn't seem very useful.
|-
| '''Heavy Starter''' > 214AC*3, 214A*3 || 343 || 240 || 0.3 || Anywhere || Less damage than 236AC combo. Useful when outside of range for 236AC, however, such as from f.C.
|-
| 623BD, 63214D || 237 || 0 || 0.2 || Anywhere || Basic combo from 623BD.
|-
| 632146P, 2C > (6A) ~ A > 236AC, 623D > 63214D || 247 || 210 || 0.5 || Anywhere || Nearly builds back the meter spent. Worth doing.
|}
 
===1 Bar===
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| ||  ||  ||  ||  || Anywhere ||  
| '''Light/Heavy Starter''' > 63214D > 2141236P, 623D > 63214D || 378/476 || 125/220 || 1 ||  || Anywhere || ***The go-to*** 1 bar combo post patch 1.62. Adding 6B between c.C and 63214D will add 5 damage and a bit of extra meter gain.
|-
| '''Light/Heavy Starter''' > 63214D > 2141236P, 623D > 214AC ~ dl.214AC*2 > 63214D || 441/539 || 125/220 || 1.5 ||  || Anywhere ||
|-
| '''Light/Heavy Starter''' > 63214D > 2141236P, 623D > 214A*2, 623C || 392/490 || 275/370 || 1 ||  || Corner || Adding 6B between c.C and 63214D will add 3 damage and a bit of extra meter gain.
|-
| '''Light/Heavy Starter''' > 63214D > 2141236P, 623D > 214AC*3 > 214A*2, 623C || 490/546 || 275/370 || 1.5 ||  || Corner ||
|-
| 632146AC, 2C > (6A) ~ A > 63214D > 2141236P, 623D > 63214D || 357 || 210 || 1.5 ||  || Anywhere ||
|-
| 632146AC, 2C > (6A) ~ A, 236AC, 623D > 214AC ~ dl.214AC*2, 63214D || 340 || 210 || 1.5 || 0.4 || Anywhere || Notable as EX command grab has less scaling and leads to better damage than normal command grab with 3 EX moves in the following combo.
|}
|}


===1 Bar===
===1 Bar (Obsolete/Suboptimal/Style)===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| || || || || || Anywhere ||  
| '''Light Starter''' 214A*2 > 236214P || 247 || 85 || 1 || 0.4 || Anywhere || Avoid if possible. Only use when too far to cancel into 236AC.
|-
| '''Light/Heavy Starter''' > 236AC, 623D > 214AC ~ dl.214AC*2, 63214D || 364/462 || 125/220 || 1 || 0.4 || Anywhere || Strong 1 Bar damage. Must delay the 2nd hit of the 214AC Rekka series, the rest you do as early as possible.
|-
| '''Light/Heavy Starter''' > 236AC, 623D > 214AC*3, 214A*2, 623C || 376/474 || 275/370 || 1 || 0.6 || Corner || Corner combo. Worth noting that this combo works from mid-screen. Don't have to delay the 2nd hit of 214AC rekka when in the corner.
|-
| '''Heavy Starter''' > 236CD, dash cl.K, cl.C > 6B > 63214D || 341 || 280 || 1 || 0.48 || Anywhere || Shatter Strike conversion. Usually deals less damage than an EX but returns more meter. Nearly meter neutral.
|-
| '''Light/Heavy Starter''' > 236AC, 623D > 236P > 214236P, 623D > 214A*2, 623C || 453/551 || 395/490 || 1.5 || 0.7/0.8 || Near Corner || Works from a specific distance away from the corner, but not the corner itself.
|-
| '''Heavy Starter''' > 236AC, 236A > 214236P, 623D > 214A*2, 623C || 402/500 || 315/410 || 1.5 || 0.5/0.6 || Corner || Super cancel corner confirm that does a lot of damage and builds a decent amount of meter back.
|}
|}


===2 Bars===
===2 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
| '''Light/Heavy Starter''' > 63214D > 2141236AC > c.C/2C > 623D > 63214D || 530/628 || 195/290 || 2 ||  || Anywhere ||
|-
| '''Light/Heavy Starter''' > 63214D > 2141236AC > c.C/2C > 623D > 214AC ~ dl.214AC*2 > 63214D || 585/683 || 195/290 || 2.5 ||  || Anywhere ||
|-
| '''Light/Heavy Starter''' > 63214D > 2141236AC > c.C/2C > 623D > 214A*2, 623C || 542/640 || 345/440 || 2 ||  || Corner ||
|-
| '''Light/Heavy Starter''' > 63214D > 2141236AC > c.C/2C > 623D > 214AC*3 > 214A*2, 623C || 589/687 || 345/440 || 2.5 ||  || Corner || Barely any more damage than the "Anywhere" equivalent, but does build a bit of extra meter.
|-
| 632146AC, 2C > (6A) ~ A > 63214D > 2141236P, 623D > 214AC ~ dl.214AC*2 > 63214D || 390 || 310 || 2 ||  || Anywhere ||
|-
| 632146AC, 2C > (6A) ~ A > 63214D > 2141236AC > c.C/2C > 623D > 63214D || 468 || 380 || 2.5 ||  || Anywhere ||
|-
| 6B/f.D > BC, c.C > (6A) ~ A > 63214D > 2141236P, 623D > 623A > 2363214P || 388/517 || 330/340 || 2 ||  || Anywhere || Updated quick max with two starters quick max still makes sense to spend energy on now that he has so many ways to hit confirm into 2141236 supers without quick max for a lot more damage.
|-
| 6B/f.D > BC, c.C > (6A) ~ A > 63214D > 2141236P, 623D > 214AC*3, 63214D || 343/507 || 270/280 || 2 || 0.25 || Anywhere || Does almost the same amount of damage off a far D, yet refunds some meter
|-
| 6B/f.D > BC, c.C > (6A) ~ A > 63214D > 2141236P, 623D > 214AC*3, 214A*2, 623C || 353/508 || 420/430 || 2 || 0.4 || Near corner/Corner || Refunds even more meter
|}
 
===2 Bars (Obsolete/Suboptimal/Style)===
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| ||  ||  ||  || || Anywhere ||  
| '''Light/Heavy Starter''' > 236AC, 623D > 214AC ~ dl.214AC*2, dl.623A > 2363214P || 414 || 185 || 2 ||  || Anywhere || Have to delay the 623A a bit to let the super connect.
|-
| 2B > BC, c.C > 6A/B > 214AC*3, 623A(1) > 2363214P || 340 || 185 || 2 ||  || Anywhere || Point Iori Quickmax conversion.
|-
| 2B > BC, c.C > 6A > 236AC, 214AC*3, 623A(1) > 2363214P || 369 || 185 || 2 ||  || Anywhere || Anchor Iori Quickmax conversion. Allows Iori to squeak in an extra EX. You can input qcf+AC as qcf,uf+AC to avoid getting dp+AC after f+A. Delay the dp+A a little bit so it hits low enough for the super cancel to connect.
|-
| '''Light/Heavy Starter''' > 236AC, 236C > 214236AC, dash, dl. 623D > 63214D || 509/607 || 165/260 || 2.5 || 0.5/0.6 || Anywhere || Does a lot of damage. Midscreen you may need to microdash between 236AC and 236C, it is a bit difficult to get down. To make it easier, do 236 and hold 6 for a while for Iori to walk forward slightly before pressing C.
|-
| '''Light/Heavy Starter''' > 236AC, 236C > 214236AC, dl.623D > 214A*2, 623C || 518/608 || 315/410 || 2.5 || 0.6/0.7 || Corner || Bit more damage in the corner. Can use 236A instead of 236C for a little less damage.
|}
|}


===3 Bars===
===3 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| ||  ||  ||  ||  || Anywhere ||  
| 2B > BC, c.C/2C > 236C > 2363214P > 2141236CD || 567 || 125 || 3 ||  || Anywhere || (1250+ MAX/Middle or Anchor) Mid Iori Quickmax conversion.
|-
| '''Light/Heavy Starter''' > 63214D > 2141236AC > c.C/2C > 623D > 214AC ~ dl.214AC*2 > 214A*3 > 63214BD || 614/712 || 295/390 || 3 ||  || Anywhere ||
|-
| 632146AC > 2C > (6A) ~ A > 63214D > 2141236AC > c.C/2C > 623D > 214AC ~ dl.214AC*2 > 63214D || 493 || 280 || 3 ||  || Anywhere ||
|-
| 632146AC > 2C > (6A) ~ A > 63214D > 2141236AC > c.C/2C > 623D > 214AC ~ dl.214AC*2 > 214A*3 > 63214BD || 533 || 380 || 3.5 ||  || Anywhere ||
|-
| 632146AC > c.C > 63214D > 2141236AC > c.C/2C > 623D > 214A*2 > 623A > 2363214P || 529 || 320 || 3.5 ||  || Iori's back near corner ||
|-
| 6B > BC, c.C > (6A) ~ A > 63214D > 2141236P, 623D > 623A > 2141236CD || 512 || 330 || 3 ||  || Anywhere || Better 3-meter QM route with high damage scaling.
|-
| f.D > BC, c.C > (6A) ~ A > 63214D > 2141236AC, c.C/2C > 623D > 623A > 2363214P || 646 || 410 || 3 ||  || Anywhere || Better 3-meter QM route with low damage scaling.
|}
|}
Iori can turn any of his 2 bar Quickmax combos into a 3 bar combo by cancelling 2363214P into 236236AC.


===4 Bars===
===4 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
| 2B > BC, c.C > 236C > 2363214AC > 2141236CD || 664 || 125 || 4 ||  || Anywhere || Mid Iori Quickmax conversion.
|-
| '''Light/Heavy Starter''' > 63214D > 2141236AC, c.C/2C > 623D > 623A > 2363214P > 236236AC  || 690/788 || 255/350 || 4 ||  || Anywhere ||
|-
| '''Light/Heavy Starter''' > 63214D > 2141236AC > BC, 236C > 2141236P, 623D > 214A*2 > 623A > 2363214P > 236236AC || 813/911 || 265/360 || 4 || 0.6 || Corner || Mid slot meter dump - on anchor you can use 2141236CD instead of 236236AC for a slightly less damaging version of the 5 meter corner combo below
|-
| 632146AC > 2C > (6A) ~ A > 63214D > 2141236AC > c.C > 623D > 214AC ~ dl.214AC*2 > 214A*3 > 63214BD || 533 || 380 || 4 ||  || Anywhere ||
|-
| 632146AC > 2C > (6A) ~ A > 63214D > 2141236AC, c.C/2C > 623D > 623A > 2363214P > 236236AC || 638 || 340 || 4.5 ||  || Anywhere || Builds back the .5 meter you spend at the beginning, so it works in mid slot.
|-
| 6B/f.D > BC, c.C > (6A) ~ A > 63214D > 2141236AC, c.C/2C > 623D > 623A > 2141236CD || 602/770 || 400/410 || 4 ||  || Anywhere ||
|}
 
===4 Bars (Obsolete/Suboptimal/Style)===
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| || || || || || Anywhere ||  
| 2B > 2B > f.B > 2363214A > 236236AC > 2141236AC, 214A > dl. 214A, 623A, 623D > 63214D || 697 || 240 || 4 || 0.6 || Corner || Big damage combo, does more than the quick max confirm and can be done from quick max as well for 4 bars still, and maintains offense with a strong knockdown
|}
|}


===5 Bars===
===5 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| || || || ||  || Anywhere ||  
| '''Light/Heavy Starter''' > 63214D > 2141236AC > BC, 2363214P > 236236AC > 2141236BD || 833/931 || 45/140 || 5 ||  || Anywhere ||  
|-
| '''Light/Heavy Starter''' > 63214D > 2141236AC > BC, 214AC*3 > 214A*2 > 623A > 2363214P > 236236AC > 2141236CD || 929/1027 || 145/240 || 5 || .25 || Corner || '''Heavy Starter''' allows for a fairly easy ToD that doesn't need raw MAX to start. To save space in the optimizations in the starters below, "Full Corner Series" refers to everything after 63214D in this combo.
|-
| c.B > c.C > (6A) ~ A > 63214D > Full Corner Series || 1020 || 260 || 5 || .25 || Corner || Needs very specific spacing on the c.B to allow the (6A) ~ A to connect properly - does push this into a ToD off a low starter, though.
|-
| 2B > c.B > 6A ~ A > 63214D > Full Corner Series || 952 || 245 || 5 || .25 || Corner ||
|-
| Counter Hit j.CD > 236C > Full Corner Series || 1036 || 220 || 5 || .25 || Corner ||
|-
| 632146AC > c.B > c.C > 6A/B > 63214D > Full Corner Series || 823 || 240 || 5.5 || 0 || Iori In Corner || Microdash or step forward to make c.B > c.C work.
|-
| 632146AC > 2C > (6A) ~ A > 63214D > Full Corner Series || 864 || 230 || 5.5 || 0 || Iori Almost Cornered || Needs specific spacing, but if you happen to land 632146AC about a half-screen away from the corner, 2C > (6A) ~ A adds a decent touch of extra damage while still building enough meter to spend 5.5 in full.
|}
|}
If Iori fails to build enough meter for a climax during a full corner series, he can instead go for a 63214BD OTG and still use up the remaining MAX gauge, albeit doing 165 less damage.


==External Links==
==External Links==
{{#ev:youtube|3JdLUoq4Wrk|||'''Iori Combos by Meno'''|frame}}
{{#ev:youtube|bQfb6xnkLBk|||'''Iori Combos by Meno'''|frame}}
 
{{#ev:youtube|C9Yy3kJd1AY|||'''Iori Combos by Kakuge / Fighting Games'''|frame}}


{{Navbox XV}}
{{Navbox XV}}
[[Category:The King of Fighters XV]]
[[Category:The King of Fighters XV]]

Latest revision as of 16:11, 21 August 2023

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

Combo Notation Guide

Notation Meaning
X Starter Use the corresponding starter(s) from the 'Starters' section of this page.
> Cancel the previous move into the following move.
If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
, Link the previous move into the following move.
(X) A move in brackets must whiff (not hit).
Can also mean the move must be Kara Canceled.
~ Cancel the previous special into the following special.
cl. Close to opponent.
f. Far from opponent.
j. Jumping move.
AA Anti-air. Hit the opponent while they're mid-air.
[X] Hold input briefly.
P & K P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
X/Y Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N
{X} * N
Repeat 'X' input 'N' amount of times.
Multiple inputs will be bundled into "{}".

Starters

Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.

Light Starters

Combo Damage Notes
2B > 5A 38 Standard low light confirm. Go-to confirm due to the reliability.
2B > 2A/5A > 6A 65 Light confirm into 6A. Allows Iori to go into his heavy starter combos, but can whiff at further distances.

Heavy Starters

Combo Damage Notes
j.X > cl.C 136 Standard jump-in starter due to cl.C being incredibly fast. 2C has better range if the opponent is standing. If they're crouching, opt for 5C or 5A.
Can add 6B in short combos for a bit more damage.
2C > 6B 98 Alternate jump-in with more range on standing opponents. 6B might not be worth it in longer combos due to scaling.
2B > 2A > 6A 65 Low light confirm into Heavy combos. Must be fairly close. If close enough can add the 2nd hit of 6A.
cl.B, cl.C 91 Only works from close range, but good damage for a low confirm into a heavy normal.

Other Starters

Combo Damage Notes
CD 75
623D/BD 80/90 Both useful Anti-fireball tools. 623D can be cancelled into any other special, including their EX versions.
623BD on the other hand, pops the opponent up for a juggle.
632146P/AC 0 Command throw that starts combos. The EX version has less scaling, i.e. the proceeding combo will do more damage.

(Note: 'Other Starters' won't be referenced in the 'Combos' section.)

Combos

General Notes

  • Iori can add 63214BD after his 214A rekka chain to OTG the opponent for a damage increase if you have at least 0.5 bars.
  • You can add both parts of Iori's 6A after crouching lows at point blank range.
  • Using two EX moves in a combo will result in more damage than a super for the same cost. Comboing into super is more worth it if you plan on cancelling into another super afterwards for more damage.
  • If you are spending more than 1 meter, use 632146AC as it has less damage scaling and will result in more damage than using the regular command grab and adding another EX move.
  • As of patch 1.62, Iori can combo 63214D into 2141236P or 2141236AC against grounded opponents. This improves his damage potential on any combo starter where you intend to spend 1 or more meter in total, including giving Iori a fairly easy corner Touch-of-Death with multiple starter options.

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 164 0 Rush combo ending in a special move
cl.A > A > A > C 223 1 Rush combo ending in a super
cl.A > A > A > D 337 2 Rush combo ending in a Max super
cl.A > A > A > A 427 3 Rush combo ending in a Climax super

Meterless

Combo Damage Stun Meter Gain Location notes
Light Starter > 214A*3 139 145 0.2 Anywhere Low combo to use when too far for '2A > 2B > 6A'.
Heavy Starter > 63214D 275 140 0.4 Anywhere Slightly more damage, but less hits to confirm with.
632146P, 2C > 6B > 63214D 159 110 0.3 Anywhere Easier command grab combo.
632146P, 2C > (6A) ~ A > 63214D 185 130 0.4 Anywhere Harder command grab combo. Whiff the first hit of 6A ~ A and land the 2nd hit.
CD, 63214D 182 100 0.25 Anywhere Reliable, Easy, Consistent, and doesn't require committing to anything after CD.
CD > 236A, 63214D 219 140 0.3 Non-Corner Extremely straightforward CD confirm. CD into light fireball is not a true blockstring but is plus on block.
CD > (63214B), f.C > 63214D 223 170 0.3 Non-Corner If done quick enough, the f.C hits standing.
CD, 236A, 623C 204 250 0.4 Corner Reliable and doesn't require CD to be cancelled.
CD > 623D > 214A*2, 623C 244 330 0.5 Corner More damage, more commitment.

EX

Combo Damage Stun Meter Gain Location notes
Light Starter > 214A*3, 63214BD 209 145 0.2 Anywhere Reliable but not much damage. Useful if you build the necessary meter after the combo.
Light/Heavy Starter > 236AC, 623D > 63214D 287/385 125/220 0.4 Anywhere Good half bar damage, but doesn't work at all ranges from a Light Confirm, in which case use above combo. Less corner carry but still gives a safe jump with microdash hop.
Light/Heavy Starter > 236AC, 623D > 236A, 214A*2, 623C 344/442 315/410 0.5/0.6 Near-Corner Must be done from a very specific distance away from Corner. Doesn't seem very useful.
Heavy Starter > 214AC*3, 214A*3 343 240 0.3 Anywhere Less damage than 236AC combo. Useful when outside of range for 236AC, however, such as from f.C.
623BD, 63214D 237 0 0.2 Anywhere Basic combo from 623BD.
632146P, 2C > (6A) ~ A > 236AC, 623D > 63214D 247 210 0.5 Anywhere Nearly builds back the meter spent. Worth doing.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Light/Heavy Starter > 63214D > 2141236P, 623D > 63214D 378/476 125/220 1 Anywhere ***The go-to*** 1 bar combo post patch 1.62. Adding 6B between c.C and 63214D will add 5 damage and a bit of extra meter gain.
Light/Heavy Starter > 63214D > 2141236P, 623D > 214AC ~ dl.214AC*2 > 63214D 441/539 125/220 1.5 Anywhere
Light/Heavy Starter > 63214D > 2141236P, 623D > 214A*2, 623C 392/490 275/370 1 Corner Adding 6B between c.C and 63214D will add 3 damage and a bit of extra meter gain.
Light/Heavy Starter > 63214D > 2141236P, 623D > 214AC*3 > 214A*2, 623C 490/546 275/370 1.5 Corner
632146AC, 2C > (6A) ~ A > 63214D > 2141236P, 623D > 63214D 357 210 1.5 Anywhere
632146AC, 2C > (6A) ~ A, 236AC, 623D > 214AC ~ dl.214AC*2, 63214D 340 210 1.5 0.4 Anywhere Notable as EX command grab has less scaling and leads to better damage than normal command grab with 3 EX moves in the following combo.

1 Bar (Obsolete/Suboptimal/Style)

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter 214A*2 > 236214P 247 85 1 0.4 Anywhere Avoid if possible. Only use when too far to cancel into 236AC.
Light/Heavy Starter > 236AC, 623D > 214AC ~ dl.214AC*2, 63214D 364/462 125/220 1 0.4 Anywhere Strong 1 Bar damage. Must delay the 2nd hit of the 214AC Rekka series, the rest you do as early as possible.
Light/Heavy Starter > 236AC, 623D > 214AC*3, 214A*2, 623C 376/474 275/370 1 0.6 Corner Corner combo. Worth noting that this combo works from mid-screen. Don't have to delay the 2nd hit of 214AC rekka when in the corner.
Heavy Starter > 236CD, dash cl.K, cl.C > 6B > 63214D 341 280 1 0.48 Anywhere Shatter Strike conversion. Usually deals less damage than an EX but returns more meter. Nearly meter neutral.
Light/Heavy Starter > 236AC, 623D > 236P > 214236P, 623D > 214A*2, 623C 453/551 395/490 1.5 0.7/0.8 Near Corner Works from a specific distance away from the corner, but not the corner itself.
Heavy Starter > 236AC, 236A > 214236P, 623D > 214A*2, 623C 402/500 315/410 1.5 0.5/0.6 Corner Super cancel corner confirm that does a lot of damage and builds a decent amount of meter back.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light/Heavy Starter > 63214D > 2141236AC > c.C/2C > 623D > 63214D 530/628 195/290 2 Anywhere
Light/Heavy Starter > 63214D > 2141236AC > c.C/2C > 623D > 214AC ~ dl.214AC*2 > 63214D 585/683 195/290 2.5 Anywhere
Light/Heavy Starter > 63214D > 2141236AC > c.C/2C > 623D > 214A*2, 623C 542/640 345/440 2 Corner
Light/Heavy Starter > 63214D > 2141236AC > c.C/2C > 623D > 214AC*3 > 214A*2, 623C 589/687 345/440 2.5 Corner Barely any more damage than the "Anywhere" equivalent, but does build a bit of extra meter.
632146AC, 2C > (6A) ~ A > 63214D > 2141236P, 623D > 214AC ~ dl.214AC*2 > 63214D 390 310 2 Anywhere
632146AC, 2C > (6A) ~ A > 63214D > 2141236AC > c.C/2C > 623D > 63214D 468 380 2.5 Anywhere
6B/f.D > BC, c.C > (6A) ~ A > 63214D > 2141236P, 623D > 623A > 2363214P 388/517 330/340 2 Anywhere Updated quick max with two starters quick max still makes sense to spend energy on now that he has so many ways to hit confirm into 2141236 supers without quick max for a lot more damage.
6B/f.D > BC, c.C > (6A) ~ A > 63214D > 2141236P, 623D > 214AC*3, 63214D 343/507 270/280 2 0.25 Anywhere Does almost the same amount of damage off a far D, yet refunds some meter
6B/f.D > BC, c.C > (6A) ~ A > 63214D > 2141236P, 623D > 214AC*3, 214A*2, 623C 353/508 420/430 2 0.4 Near corner/Corner Refunds even more meter

2 Bars (Obsolete/Suboptimal/Style)

Combo Damage Stun Meter cost Meter Gain Location notes
Light/Heavy Starter > 236AC, 623D > 214AC ~ dl.214AC*2, dl.623A > 2363214P 414 185 2 Anywhere Have to delay the 623A a bit to let the super connect.
2B > BC, c.C > 6A/B > 214AC*3, 623A(1) > 2363214P 340 185 2 Anywhere Point Iori Quickmax conversion.
2B > BC, c.C > 6A > 236AC, 214AC*3, 623A(1) > 2363214P 369 185 2 Anywhere Anchor Iori Quickmax conversion. Allows Iori to squeak in an extra EX. You can input qcf+AC as qcf,uf+AC to avoid getting dp+AC after f+A. Delay the dp+A a little bit so it hits low enough for the super cancel to connect.
Light/Heavy Starter > 236AC, 236C > 214236AC, dash, dl. 623D > 63214D 509/607 165/260 2.5 0.5/0.6 Anywhere Does a lot of damage. Midscreen you may need to microdash between 236AC and 236C, it is a bit difficult to get down. To make it easier, do 236 and hold 6 for a while for Iori to walk forward slightly before pressing C.
Light/Heavy Starter > 236AC, 236C > 214236AC, dl.623D > 214A*2, 623C 518/608 315/410 2.5 0.6/0.7 Corner Bit more damage in the corner. Can use 236A instead of 236C for a little less damage.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
2B > BC, c.C/2C > 236C > 2363214P > 2141236CD 567 125 3 Anywhere (1250+ MAX/Middle or Anchor) Mid Iori Quickmax conversion.
Light/Heavy Starter > 63214D > 2141236AC > c.C/2C > 623D > 214AC ~ dl.214AC*2 > 214A*3 > 63214BD 614/712 295/390 3 Anywhere
632146AC > 2C > (6A) ~ A > 63214D > 2141236AC > c.C/2C > 623D > 214AC ~ dl.214AC*2 > 63214D 493 280 3 Anywhere
632146AC > 2C > (6A) ~ A > 63214D > 2141236AC > c.C/2C > 623D > 214AC ~ dl.214AC*2 > 214A*3 > 63214BD 533 380 3.5 Anywhere
632146AC > c.C > 63214D > 2141236AC > c.C/2C > 623D > 214A*2 > 623A > 2363214P 529 320 3.5 Iori's back near corner
6B > BC, c.C > (6A) ~ A > 63214D > 2141236P, 623D > 623A > 2141236CD 512 330 3 Anywhere Better 3-meter QM route with high damage scaling.
f.D > BC, c.C > (6A) ~ A > 63214D > 2141236AC, c.C/2C > 623D > 623A > 2363214P 646 410 3 Anywhere Better 3-meter QM route with low damage scaling.

Iori can turn any of his 2 bar Quickmax combos into a 3 bar combo by cancelling 2363214P into 236236AC.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
2B > BC, c.C > 236C > 2363214AC > 2141236CD 664 125 4 Anywhere Mid Iori Quickmax conversion.
Light/Heavy Starter > 63214D > 2141236AC, c.C/2C > 623D > 623A > 2363214P > 236236AC 690/788 255/350 4 Anywhere
Light/Heavy Starter > 63214D > 2141236AC > BC, 236C > 2141236P, 623D > 214A*2 > 623A > 2363214P > 236236AC 813/911 265/360 4 0.6 Corner Mid slot meter dump - on anchor you can use 2141236CD instead of 236236AC for a slightly less damaging version of the 5 meter corner combo below
632146AC > 2C > (6A) ~ A > 63214D > 2141236AC > c.C > 623D > 214AC ~ dl.214AC*2 > 214A*3 > 63214BD 533 380 4 Anywhere
632146AC > 2C > (6A) ~ A > 63214D > 2141236AC, c.C/2C > 623D > 623A > 2363214P > 236236AC 638 340 4.5 Anywhere Builds back the .5 meter you spend at the beginning, so it works in mid slot.
6B/f.D > BC, c.C > (6A) ~ A > 63214D > 2141236AC, c.C/2C > 623D > 623A > 2141236CD 602/770 400/410 4 Anywhere

4 Bars (Obsolete/Suboptimal/Style)

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 2B > f.B > 2363214A > 236236AC > 2141236AC, 214A > dl. 214A, 623A, 623D > 63214D 697 240 4 0.6 Corner Big damage combo, does more than the quick max confirm and can be done from quick max as well for 4 bars still, and maintains offense with a strong knockdown

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light/Heavy Starter > 63214D > 2141236AC > BC, 2363214P > 236236AC > 2141236BD 833/931 45/140 5 Anywhere
Light/Heavy Starter > 63214D > 2141236AC > BC, 214AC*3 > 214A*2 > 623A > 2363214P > 236236AC > 2141236CD 929/1027 145/240 5 .25 Corner Heavy Starter allows for a fairly easy ToD that doesn't need raw MAX to start. To save space in the optimizations in the starters below, "Full Corner Series" refers to everything after 63214D in this combo.
c.B > c.C > (6A) ~ A > 63214D > Full Corner Series 1020 260 5 .25 Corner Needs very specific spacing on the c.B to allow the (6A) ~ A to connect properly - does push this into a ToD off a low starter, though.
2B > c.B > 6A ~ A > 63214D > Full Corner Series 952 245 5 .25 Corner
Counter Hit j.CD > 236C > Full Corner Series 1036 220 5 .25 Corner
632146AC > c.B > c.C > 6A/B > 63214D > Full Corner Series 823 240 5.5 0 Iori In Corner Microdash or step forward to make c.B > c.C work.
632146AC > 2C > (6A) ~ A > 63214D > Full Corner Series 864 230 5.5 0 Iori Almost Cornered Needs specific spacing, but if you happen to land 632146AC about a half-screen away from the corner, 2C > (6A) ~ A adds a decent touch of extra damage while still building enough meter to spend 5.5 in full.

If Iori fails to build enough meter for a climax during a full corner series, he can instead go for a 63214BD OTG and still use up the remaining MAX gauge, albeit doing 165 less damage.

External Links

Iori Combos by Meno
Iori Combos by Kakuge / Fighting Games

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters