| '''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.
|}
|}
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| CD || 75 ||
| 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.
| 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.
| 632146P/AC || 0 || Command throw that starts combos. The EX version has less scaling, i.e. the proceeding combo will do more damage.
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* 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.
* 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.
* 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===
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| '''Light Starter''' > 214A*3 || 139 || 145 || 0.2 || Anywhere || Low combo to use when too far for '2A > 2B > 6A'.
| '''Light Starter''' > 214A*3 || 139 || 145 || 0.2 || Anywhere || Low combo to use when too far for '2A > 2B > 6A'.
|-
|-
| '''Heavy Starter''' > 63214D || 273 || 140 || 0.4 || Anywhere || Slightly more damage, but less hits to confirm with.
| '''Heavy Starter''' > 63214D || 275 || 140 || 0.4 || Anywhere || Slightly more damage, but less hits to confirm with.
| 632146P, 2C > (6A) ~ A > 63214D || 183 || 130 || 0.4 || Anywhere || Harder command grab combo. Whiff the first hit of 6A ~ A and land the 2nd hit.
| 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 || 204 || 100 || 0.3 || Anywhere || Reliable, Easy, Consistent, and doesn't require committing to anything after CD.
| CD, 63214D || 182 || 100 || 0.25 || Anywhere || Reliable, Easy, Consistent, and doesn't require committing to anything after CD.
|-
|-
| CD > (63214B), f.C > 63214D || 255 || 130 || 0.4 || Non-Corner || If done quick enough, the f.C hits standing.
| 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, 236A, 623C || 235 || 250 || 0.4 || Corner || Reliable and doesn't require CD to be cancelled.
| CD > (63214B), f.C > 63214D || 223 || 170 || 0.3 || Non-Corner || If done quick enough, the f.C hits standing.
|-
|-
| CD > 623D > 214A*2, 623C || 288 || 330 || 0.5 || Corner || More damage, more commitment.
| 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.
|}
|}
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! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes
|-
|-
| '''Light Starter''' > 236A*3, 63214BD || 195 || 145 || 0.2 || Anywhere || Reliable but not much damage. Useful if you build the necessary meter after the combo.
| '''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 || 285'''/'''383 || 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, cl.C || 309'''/'''407 || 275'''/'''370 || 0.5'''/'''0.6 || Near-Corner || Must be done from a very specific distance away from Corner. Doesn't seem very useful.
| '''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''' > 214AC*3, 214A*3 || 306'''/'''404 || 275'''/'''370 || 0.5'''/'''0.6 || Corner || Strong corner combo and builds back all the bar spent.
| '''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.
| '''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.
| 632146P, 2C > (6A) ~ A > 236AC, 623D > 63214D || 245 || 210 || 0.5 || Anywhere || Builds back the meter spent. Worth doing.
| 632146P, 2C > (6A) ~ A > 236AC, 623D > 63214D || 247 || 210 || 0.5 || Anywhere || Nearly builds back the meter spent. Worth doing.
|}
|}
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| ... > 6A > 236CD, dash c.C > f.A/B > 214C || || || 1 || 0.5 || Anywhere || Shatter Strike conversion. Usually deals less damage than an EX but returns more meter.
| '''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 > 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.
| 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)===
{|class="wikitable sortable"
! 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.
|-
|-
| ... > 236AC > 214AC/214A > ... || || || 0.5+ || || Anywhere || Example of using EX Yami Barai as a combo extender. Less useful than his other EX options but leads to more damage overall when using more meter.
| '''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.
|-
|-
| 632146AC, 2C > 214AC*3, 214A*3, 63214BD || 274 || || 1.5 || || 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.
| '''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.
|-
|-
| 2B > 2A > 236AC, 236A > 214236P, 623D > 63214D || 399 || || 1.5 || || Corner || Super cancel corner confirm that does a lot of damage and builds a decent amount of meter back
| '''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.
|}
|}
Most of Iori's 1-bar combos are combinations of his 0.5 bar combos. Usually they'll follow the formula of EX Rekkas > A Rekkas > EX OTG or Shatter Strike > EX.
===2 Bars===
===2 Bars===
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
| '''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.
| 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
|-
| '''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/6A/6A~A/6B > BC > c.C > 6A > 236AC, 214AC*3, 623A(1) > 2363214A/C || || || 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.
| 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.
|-
|-
| 2B > 2A > 236AC, 236A > 214236AC, 623D > 63214D || || || 2.5 || || Anywhere || Does a lot of damage. Midscreen you will need to microdash between 236AC and 236A, it is a bit difficult to get down. In the corner can end with 623D 214A*2 623C for more damage.
| '''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.
|}
|}
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
| '''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/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.
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| 2B > 2B > f.5B > 2363214A > 236236AC > 2141236AC, 214A*2, 623A, 63214D|| || || 4 || || 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
| 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
|}
|}
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
| '''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|FwI1dp50cH4|||'''Iori Combos by Kakuge / Fighting Games'''|frame}}
{{#ev:youtube|C9Yy3kJd1AY|||'''Iori Combos by Kakuge / Fighting Games'''|frame}}
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.
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.
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.
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.
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
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.