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==Gameplay Overview==
==Gameplay Overview==
Iori, the perennial poster child of KOF after his rival Kyo, enters into KOFXV as a all-rounder with rushdown flair. Iori's deal is speed. He loves to get into his opponents face with his fast running speed, wide-reaching normals, and fast special moves. Once he's in, Iori can confirm into his rekka series and get a hard knockdown where it really begins. He can run high/low, left/right crossup and even command grab pressure to open his opponents up. Then, he can either spend meter to cancel into big damage or stock his resources and force hard knockdown again. Overall, Iori is a mainstay in the KOF series for a reason, and beginners and veterans alike flock to him for all he offers.
The original KoF rival and perennial poster child of the series (besides Kyo) as well as one of the most beloved fighting game characters of all time, Iori is an incredibly well-rounded rushdown character with a huge emphasis on being aggressive—he can easily play neutral, but he really wants to get in your face and blow you up.
 
As something of an all-rounder, Iori has a little bit of everything. He has great space control pokes in his 5B and 5D, decent zoning in Yamibarai (236P[P]), a ground-crawling projectile, and defense with Oniyaki (623P[P]), cl.C, cl.D, and 2C. However, a closer glance at his toolkit reveals just how much Iori wants to rush you down. Iori has a plethora of infamous options for opening up opponents, such as his "Taco Kick" in j.4B, a dedicated crossup, and Scum Gale (6246P[P]), a side-switching command grab that Iori can combo normals off of. Lastly, his Yashiori super (2141236P[P]) juggles the opponent and can be followed up afterwards with great efficiency, allowing Iori to easily shred opponents to bits. Because Iori has above-average mobility, he can easily approach the opponent and run his game and is generally very hard to keep out. Iori does have some minor weaknesses, such as in his zoning, but overall Iori's strengths greatly outweigh his disadvantages. Veterans and beginners alike flock to Iori for a reason, and if you want to get in fast and make quick work of the opponent with mixups and damage, Iori is your character.
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = '''''{{SUBPAGENAME}} is an all-rounder character. A KOF mainstay, he has long rewarded players with strong fundamentals. His versatile toolkit enables a flexible gameplan able to adapt to any situation.'''''
| intro = '''''{{SUBPAGENAME}} is an all-rounder with a heavy emphasis on utilizing mobility and mixups to break apart opponents.'''''
| pros=
| pros=
* '''Strong Rushdown''': Iori can be rather frightening once he's allowed to get in. His suite of good standing normals, great jumping buttons, far-reaching specials and a great DP let him push through the opponents offense. His ground-travelling fireball is also incredibly fast, letting him put on pressure with it from afar. With his wide toolset, Iori has the ability to fight at all ranges while aggressively approaching.  
* '''Strong Rushdown''': Iori can be rather frightening once he's allowed to get in. His suite of good standing normals, great jumping buttons, far-reaching specials and a great DP let him push through the opponents offense. His ground-travelling fireball is also incredibly fast, letting him put on pressure with it from afar. With his wide toolset, Iori has the ability to fight at all ranges while aggressively approaching.  
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* Low attack, doing more damage than 2B.
* Low attack, doing more damage than 2B.
* Can be linked into Close C or canceled directly.  
* Can be linked into Close C or canceled directly.  
If your opponent is conditioned to sit still on a jumpin, Close B can be a great way to empty low them. It instantly goes into 6A which then combos into whatever you want.  
While cl.B is not Iori's fastest low, it is definitely his best thanks to its ability to link into cl.C for great reward.
}}
}}


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|moveId=iori_2a
|moveId=iori_2a
|description=
|description=
* Lots of frame advantage, just like Close A, but at slower startup.  
 
2A has excellent frame advantage on both hit and block alongside a surprisingly large disjoint. To compensate, it's slower than other 2As at 6 frames. Because of this, Iori cannot rely on 2A for abare and must use 2B instead.
}}
}}
====Crouch B====
====Crouch B====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
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|description=
|description=
* Iori's fastest normal along with Close C.  
* Iori's fastest normal along with Close C.  
* Chains into all his other light normals.  
* Chains into itself.
 
Unlike a lot of characters, 2B is Iori's primary abare button thanks to its speed and range.
}}
}}
====Crouch C====
====Crouch C====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
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==Command Moves==
==Command Moves==
===Ge-shiki • Yumebiki===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=iori_f+a
|moveId=iori_f+a
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* The damage is overall low and could worsen the scaling on your combo, so it you don't need it for your combo to work, it's ok to omit it.
* The damage is overall low and could worsen the scaling on your combo, so it you don't need it for your combo to work, it's ok to omit it.
}}
}}
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=iori_f+a>a
|moveId=iori_f+a>a
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}}
}}


===Ge-shiki • Gofu in Shinigami===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=iori_f+b
|moveId=iori_f+b
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}}
}}


 
===Ge-shiki • Yuriori===
 
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=iori_jb+b
|moveId=iori_jb+b
|captions="Outer Method: Lily Snapper"
|captions="Outer Method: Lily Snapper"
|description=
|description=
* Iori's "Taco" Kick. Originating from the Spanish word "Tacón", referring to the heel of a shoe.
* Iori's "taco" crossup kick. Originating from the Spanish word "tacón", referring to the heel of a shoe.
* Crossup tool. Neither ambiguous nor an overhead, but still a staple of his pressure/mixup game. Often used with hyper hops on opponent's wakeup.
* Can be performed during backdashes.
* While somewhat predictable, the threat of Iori's command grab and the sheer speed of his movement can open people up with this if you run enough pressure.  
* Can be input at j.6B depending on position from opponent.
* Can be used during backdashes to "taco backdash", slightly increasing the dash's distance and making you hit the ground significantly faster.
 
* Allows for combos the deeper it hits.  
One of Iori's most defining moves, a backwards kick with no forward hitbox. This move exists solely for two purposes: crossups and mobility. This move's hitbox is large, and though the ease of conversions and followup pressure have been nerfed from other games, it is still a very powerful tool and the final nail in the coffin that lets Iori open people up. In terms of mobility, this move slightly increases the range of Iori's backdash as well as reducing its recovery by a significant amount (around 10 frames at the most) - giving him low recovery backward mobility that isn't even tied to a special. Note that the amount of effective recovery and distance of your backdash changes with the timing of the j4B.
}}
}}



Latest revision as of 20:53, 28 October 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

The Yagami clan is one of three ancient clans entrusted with a Sacred Treasure. As a descendent of this clan, Iori has access to abilities that allow him to tear apart his foes, and powerful amethyst flames granted by his knowledge of the Yagami Style of Ancient Martial Arts. His ancestors signed a blood-pact with Orochi 660 years ago, sparking a feud with the Kusanagi clan. Despite this, he decides to up-hold his duties as a member of the original sacred clans and joins KOF.
Jump: 40f
Hop: 32f
Backdash: 22f
Run Speed Ranking: 2

Movelist

(*) = EX OK

(!) = MAX OK

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

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

Throws

Sakahagi - / +

Kanyarai - / +

Command Normals

Ge-Shiki * Yumebiki - +

┗Follow Up -

Ge-Shiki * Gofu In "Shinigami" - +

Ge-Shiki * Yuriori - + (Midair Only)

Special Moves

108 Shiki * Yamibarai - + / (*)

100 Shiki * Oniyaki - + / (*)

127 Shiki * Aoibana 1 - + / (*)

┗127 Shiki * Aoibana 2 - + /
┗127 Shiki * Aoibana 3 - + /

212 Sihiki * Kototsuki In - + / (*)

Kuzukaze - + / (*)

311 Shiki * Tsumakushi - + / (*)

Super Special Moves

Kin 1211 Shiki * Yaotome - + / (!)

┗Ura 316 Shiki * Saika - +

Ura 1018 Shiki * Yashiori - + / (!)

Climax Super Special Moves

Ura 1131 Shiki * Hozuki - +

Quick Combo Reference

Notation

0 Meter

Anywhere
Anywhere

2B 2A 6A 214C~214P~214P = 170 dmg
2B 2A 214A~214P~214P (max range) = 139 dmg

0.5 Meter

Anywhere
Corner
Anywhere

2B 2A 236AC, 623D~63214K = 287 dmg
2B 2A 236AC, 623D~214A~214P, 623C = 306 dmg
2B 2A 6A 214AC~214P~214P, 214A~214P~214P (can add OTG) = 259 dmg

1 Meter

Anywhere
Corner

2B 2A 6A 214AC~214P~214P, 214A~214P~214P, 63214BD = 309 dmg
2B 2A 236AC, 623BD, 236A, 623C = 319 dmg

1.5 Meters

Anywhere
Corner

2B 2A 236AC, 623BD, 214AC~214P~214P, 214A~214P~214P = 346 dmg
2B 2A 236AC, 623D~214A~214P, 623A 2363214P = 378 dmg

2.0 Meters

Anywhere
Corner

2B 2A 236AC, 623BD, 236A 2363214P = 356 dmg
2B 2A 236AC, 623BD, 236A, 623A 2363214P = 393 dmg

2.5 Meters

Midscreen
Corner

2B 2A 236AC, 623D~236C 2363214P 236236AC = 464 dmg
2B 2A 236AC, 623D~214A~214P, 623A(1) 2363214P 236236AC = 488 dmg

3.0 Meters

Anywhere

2B 2B f.5B BC, cl.5C 236C 2363214P 2141236CD = 531 dmg

4.0 Meters

Anywhere

2B 2B f.5B BC, cl.5C 236C 2363214AC 2141236CD = 618 dmg

Gameplay Overview

The original KoF rival and perennial poster child of the series (besides Kyo) as well as one of the most beloved fighting game characters of all time, Iori is an incredibly well-rounded rushdown character with a huge emphasis on being aggressive—he can easily play neutral, but he really wants to get in your face and blow you up.

As something of an all-rounder, Iori has a little bit of everything. He has great space control pokes in his 5B and 5D, decent zoning in Yamibarai (236P[P]), a ground-crawling projectile, and defense with Oniyaki (623P[P]), cl.C, cl.D, and 2C. However, a closer glance at his toolkit reveals just how much Iori wants to rush you down. Iori has a plethora of infamous options for opening up opponents, such as his "Taco Kick" in j.4B, a dedicated crossup, and Scum Gale (6246P[P]), a side-switching command grab that Iori can combo normals off of. Lastly, his Yashiori super (2141236P[P]) juggles the opponent and can be followed up afterwards with great efficiency, allowing Iori to easily shred opponents to bits. Because Iori has above-average mobility, he can easily approach the opponent and run his game and is generally very hard to keep out. Iori does have some minor weaknesses, such as in his zoning, but overall Iori's strengths greatly outweigh his disadvantages. Veterans and beginners alike flock to Iori for a reason, and if you want to get in fast and make quick work of the opponent with mixups and damage, Iori is your character.

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


Normals

Far Standing Normals

Far A

stand A
5A
5A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 mid special 6 4 8 +3 +1 - 30 60
  • Mid poke that is plus on block.
  • Furthest reaching cancellable light normal.

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

Far B

stand B
5B
5B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 mid super 6 4 11 0 -2 - 30 60
  • Long and fast mid poke.
  • Excellent for frametraps at the end of light strings.

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

Far C

stand C
5C
5C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 mid special 7 3 18 0 -2 - 70 120
  • Excellent speed and cancel-ability makes this a dangerous trapping tool after Close/Far A.
  • Can be whiff cancelled.

Far D

stand D
5D
5D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 mid super 12 4 20 -3 -5 - 70 120
  • Iori's biggest poke.
  • Not as fast as it used to be, but still pretty long.

One of Iori's best tools historically, Far D has seen a notable hit in its startup. That being said, this move is still incredibly useful if you have Max Mode stocked, since you can easily cancel it into Quick Max > cl.C > 6B > 236C > Yaotome > Saika for big damage. Its massive range makes it a threat at a distance while being only mildly unsafe, but be wary of getting stuffed out.

Close Standing Normals

Close A

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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 mid command 4 3 8 +4 +2 - 30 60
  • Gives lots of plus frames for frametraps.
  • Links into Close C for combos.

Close B

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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 low command 5 4 7 +4 +2 - 30 60
  • Low attack, doing more damage than 2B.
  • Can be linked into Close C or canceled directly.

While cl.B is not Iori's fastest low, it is definitely his best thanks to its ability to link into cl.C for great reward.

Close C

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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 mid command 4 6 18 -3 -5 - 70 120
  • Incredibly fast normal for combos & anti-airs.
  • Isn't cancel-able if it hits later in the active frames. Happens commonly when used to anti air.
  • Forces stand.

Close D

close D
cl.D
cl.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 mid command 7 5 15 +1 -1 - 70 120
  • Anti-air. Barely hits crouching opponents.
  • Forces stand.
  • Tends to whiff after jump ins or in quick max combos due to its poor horizontal hitbox.

Crouch Normals

Crouch A

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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 6 4 7 +4 +2 - 30 60

2A has excellent frame advantage on both hit and block alongside a surprisingly large disjoint. To compensate, it's slower than other 2As at 6 frames. Because of this, Iori cannot rely on 2A for abare and must use 2B instead.

Crouch B

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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
15 Low super 4 6 8 +1 -1 - 15 60
  • Iori's fastest normal along with Close C.
  • Chains into itself.

Unlike a lot of characters, 2B is Iori's primary abare button thanks to its speed and range.

Crouch C

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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 6 4 19 -2 -4 - 70 120
  • Cancel-able anti-air.
  • Quite fast, good for reaction anti-airing hops (before the opponent's attack is active) from close range.
  • Short horizontal range, only hits crouching opponents from very close.
  • Has a later than usual cancel window.
  • Buffer this into 214A when anti-airing to fish for counter hits. Easily confirmable into the remaining rekkas on counter hit or stop on whiff and stay plus.

Crouch D

crouch D
2D
2D

'98 veterans will remind you to not just throw this move out.

'98 veterans will remind you to not just throw this move out.

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low - 6 7 27 Soft Knockdown (+15) -15 - 70 120
  • Incredible speed and range for a sweep, but also incredibly punishable.
  • Situational punisher.
  • Can only be canceled into Max Mode.

Probably the only bad tool in Iori's move list. In fact, it's almost useless, considering how the risks outweigh the reward.

Jump Normals

Jump A

jump A
j.A
j.A

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

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

hop A hop A

40 High - 4 6 1 on ground - - - 30 50

jump A jump A

45 High - 4 8 1 on ground - - - 30 60
  • Ambiguous jump-in / air-to-air button.
  • Gets beaten by low-profiling moves.

Jump B

jump B
j.B
j.B

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

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

hop B hop B

40 High - 5 6 1 on ground - - - 30 50

jump B jump B

35 High - 5 7 1 on ground - - - 30 60
  • Long reaching air-to-air.
  • Doesn't hit crouching opponents.

Jump C

jump C
j.C
j.C

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

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

hop C hop C

- High - 11 4 1 on ground - - - - 100

jump C jump C

70 High - 11 4 1 on ground - - - 70 120
  • Go-to jumpin button.
  • Hitbox is low enough to even catch low profiling opponents.

Jump D

jump D
j.D
j.D

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

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

hop D hop D

70 High - 6 5 1 on ground - - - 70 100

jump D jump D

70 High - 6 5 1 on ground - - - 70 120
  • Long reaching air-to-air. Slightly shorter than j.B.
  • Doesn't hit crouching opponents.

Rush Moves

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

cl.AA cl.AA

- Mid - 9 3 - -2 -4 - - -

cl.AAX cl.AAX

- Mid - 7 3 - -5 -7 - - -
  • Huge frametrap window after Close A.
  • Meterless version leads into A rekkas for 3 more hits to confirm/frametrap with. C goes into maiden masher but further presses does not perform the follow up.

Blowback

Blowback

Blowback
CD
CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid special 12 7 18 Wall Spalt (Ground hit) / Soft Knockdown (Air hit) -2 - 100 160
  • Lots of active frames makes this a great move for covering ground & hop space.
  • Whiff cancel into 214Ps to gain lots of unexpected range.
  • Safe on block.
  • Cancel into A fireball for an easily confirmable combo into D run grab while still being safe on block.

ShatterStrike

ShatterStrike
236CD
236CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 6 27 Crumple (Ground Hit) / Wall Bounce (Air hit) -10 Armor: 4 to 14 (11 frames) 0 200
  • Easily confirmed into in combos.

AdvanceStrike

AdvanceStrike
214CD
214CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 Mid - 28 6 37 (on whiff) / Recovers faster on hit and block. HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) 3 Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) 0 150
  • Same animation and range as his CD.
  • The throw counter is at the feet.

jump CD

jump CD
j.CD
j.CD

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

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

hop CD hop CD

80 Mid - 12 6 1 on ground Soft Knockdown - - 80 120

jump CD jump CD

90 Mid - 12 7 1 on ground Soft Knockdown - - 80 140
  • Very aggressive CD attack.
  • Can get low-profiled under.

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

Throws

Sakahagi

Sakahagi
(close) 4/6C
(close) 4/6C

"Inverted Ripper"

"Inverted Ripper"

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

Kanyarai

Kanyarai
(close) 4/6D
(close) 4/6D

"God Chasing"

"God Chasing"

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

Command Moves

Ge-shiki • Yumebiki

Ge Shiki • Yumebiki
6A
6A

"Outer Method: Dream Flicking"

"Outer Method: Dream Flicking"

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 mid special 9 2 19 -4 -6 - 40 80
  • Virtually identical to his 5C, only less damage.
  • Combo filler that lets you combo heavy rekkas from light attacks.
  • The damage is overall low and could worsen the scaling on your combo, so it you don't need it for your combo to work, it's ok to omit it.
Ge Shiki • Yumebiki (Follow-up)
A after Ge Shiki • Yumebiki
A after Ge Shiki • Yumebiki

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 mid special 10 8 15 -4 -6 - 60 80
  • This follow-up typically whiffs after any normal other than a close range light normal, such as close B.
  • Does far more damage than the first part of 6A, but requires more set-up to connect, such as after his command grab.

Ge-shiki • Gofu in Shinigami

Ge-Shiki • Gofu in "Shinigami"
6b
6b

"Outer Method: Booming Axe Yin 'God of Death'" / Raw Version (Hitbox)

"Outer Method: Booming Axe Yin 'God of Death'" / Raw Version (Hitbox)
Cancel Version

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 [30] high [mid] super [special] 26 [20] 3 [2] 20 [29] -2 [-10] -4 [-12] - 60 [40] 80 [60]
  • Slow grounded overhead that can be Max cancelled.
  • As a string filler it's almost identical to 6A, but the slower speed makes it easier to hitconfirm.
  • Frame traps when cancelled into.

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

Ge-shiki • Yuriori

Ge-Shiki • Yuriori
j.4B
j.4B

"Outer Method: Lily Snapper"

"Outer Method: Lily Snapper"

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
55 Mid - 5 6 1 on ground - - - 60 40
  • Iori's "taco" crossup kick. Originating from the Spanish word "tacón", referring to the heel of a shoe.
  • Can be performed during backdashes.
  • Can be input at j.6B depending on position from opponent.

One of Iori's most defining moves, a backwards kick with no forward hitbox. This move exists solely for two purposes: crossups and mobility. This move's hitbox is large, and though the ease of conversions and followup pressure have been nerfed from other games, it is still a very powerful tool and the final nail in the coffin that lets Iori open people up. In terms of mobility, this move slightly increases the range of Iori's backdash as well as reducing its recovery by a significant amount (around 10 frames at the most) - giving him low recovery backward mobility that isn't even tied to a special. Note that the amount of effective recovery and distance of your backdash changes with the timing of the j4B.

Special Moves

108 Shiki • Yamibarai

108 Shiki • Yamibarai
236A/C/AC
236A/C/AC

"Method 108: Darkness Sweeper" / A Version (Hitbox)
C Version (Hitbox)

"Method 108: Darkness Sweeper" / A Version (Hitbox)
C Version (Hitbox)
EX Version

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

A A

65 Mid super 16 Full Screen Projectile 30 -4 -6 - 40 40

C C

70 Mid super 13 Full Screen Projectile 39 -13 -15 - 40 40

AC AC

78 (40+40) Mid - 8 8 (4) 8 23 Crumple -4 - 0 40 (20+20)
  • Ground-following projectile.
  • A is slow, C is fast.
  • Punishable if used up close (even on hit).
  • EX version is short but puts the opponent in a crumple state. Great for converting jab strings into higher damage.
  • Connects as an OTG (w/ more damage than OTG 63214BD) after common combo enders such as 214C rekkas, 214A rekkas from 2A, or any rekkas in the corner.
  • Sets up an easy safe jump after hitting OTG - simply hold u/f (normal jump) or super jump forward immediately after.
  • Does not connect OTG from 214AC rekkas > 214A rekkas midscreen or 2363214P super.

100 Shiki • Oniyaki

100 Shiki • Oniyaki
623A/C/AC
623A/C/AC

"Method 100: Ogre Baker"/A Version (Hitbox)

"Method 100: Ogre Baker"/A Version (Hitbox)
C Version
EX Version

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

A A

70 Mid super 4 11 38 Soft Knockdown (+28) -32 Full body against non-projectile air moves: 1 to 5 (5 frames) 60 60

C C

133 (50+50+40) Mid super (1) 6 18 39 Soft Knockdown -33 Full Body: 1 to 9 (9 Frames) 110 (40+40+30) 110 (40+40+30)

AC AC

177 ([30+30]+20+30+20+30+40) Mid - 4 9 (11) 9 (13) 18 39 Soft Knockdown -33 Full Body: 1 to 12 (12 Frames) 0 160 (20*6+40)
  • Reversal/anti-air.
  • A version has invincibility vs air attacks.
  • C & EX versions have full invincibility.

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

127 Shiki • Aoibana

127 Shiki • Aoibana 1
214A/C/AC
214A/C/AC

"Method 127: Hollyhock Flower"/A Version (Hitbox)

"Method 127: Hollyhock Flower"/A Version (Hitbox)
C Version
EX Version

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

A A

30 Mid super 9 3 22 -4 -6 - 20 30

C C

30 Mid super 15 3 25 -7 -9 - 20 30

AC AC

30 Mid - 15 3 22 -4 -6 - - 30
  • Iori's rekka string done by repeating the input 3 times.
  • He ducks down before delivering a high poke, with the whole string comboing even on anti-air.
  • Each hit gets more and more punishable, so if the first hit is blocked you have to mindgame around delaying hits or stopping the string.
  • C and EX versions' main hurtbox becomes the same size as average crounching boxes which allows Iori to duck under attacks that hit at a higher height.
127 Shiki • Aoibana 2
214A/C/AC~214A/C
214A/C/AC~214A/C

Normal Version (Hitbox)

Normal Version (Hitbox)
EX Version

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

A A

40 Mid super 8 3 24 Soft Knockdown -8 - 20 30

C C

40 Mid super 12 3 27 Soft Knockdown -11 - 20 30

AC AC

45 Mid - 12 3 24 Soft Knockdown -8 - 0 30
  • More or less identical to the 1st hit, except this one launches the opponent in the air on hit.
  • A version recovers faster and allows for juggles in certain situations while still doing the same amount of damage as the C version.
127 Shiki • Aoibana 3
214A/C/AC~214A/C~214A/C
214A/C/AC~214A/C~214A/C

Normal Version (Hitbox)
EX Version

Normal Version (Hitbox)
EX Version

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

A A

50 High - 18 4 28 Hard Knockdown -13 - 60 20

C C

65 High - 18 8 27 Hard Knockdown -16 - 60 20

AC AC

75 Mid - 20 3 29 Hard Knockdown -13 - 0 20
  • The ender is a leaping overhead attack that is hard to react to.
  • Causes a hard knockdown right at your feet.
  • EX version is a launcher instead of an overhead.

212 Shiki • Kototsuki In

212 Shiki • Kototsuki In
63214B/D/BD
63214B/D/BD

"Method 212: Zither Moon Yin"/ A Version (Hitbox)
C Version (Hitbox)

"Method 212: Zither Moon Yin"/ A Version (Hitbox)
C Version (Hitbox)
EX Version

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

B B

0 - - - - 31 - - - 0 0

D D

155 (60+100) Mid - 12 9 29 Hard Knockdown -19 Low Body after opponent is in proximity box. 0 0

BD BD

145 (50+100) Mid - 8 1 (2) 3 32 Hard Knockdown -18 Full Body: 8 to 10 (3 Frames) 0 0
  • B version is a command run with no hitbox. Can be used to reset pressure or create mix-ups from an air reset.
  • D version runs up and strikes the opponent, pulling them to the ground.
    • The startup to the run and the startup to the strike are separate.
    • Useful for combos or in option-selects to chase down rolls.
  • EX version has no run, but can hit people laying on the ground (like after combos ending with A rekkas).

Kuzukaze

Kuzukaze
632146A/C/AC
632146A/C/AC

"Scum Gale"/ Normal Version (Hitbox)
EX Version (Hitbox)

"Scum Gale"/ Normal Version (Hitbox)
EX Version (Hitbox)

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

A A

0 N/A - 13 1 32 +13 Unblockable Full Body: 13 (1 Frame) 0 0

C C

0 N/A - 13 1 32 +13 Unblockable Full Body: 13 (1 Frame) 0 0

AC AC

0 N/A - 13 1 27 +15 Unblockable Full Body: 13 (1 Frame) 0 0

Iori grabs the opponent and swings them behind him.

  • 6246P applies 30% damage scaling to the next hit. 6246PP applies 20% damage scaling to the next hit.
  • 2C > (whiff) 6A ~ 6A is sure to connect after, leading to good damage.
  • CD also connects, allowing for a near full-screen corner carry depending on the follow up.
  • Input as 6249A/C/AC to avoid getting 623P when input quickly. While this will avoid getting a DP, 6246 does have priority over 623 motions in this game. If you are getting DP you are missing either the 2 or 4 directions, and inputting as 6249 will likely just give you a jab instead of the command grab you want if you are missing one. You can try inputting it as a 360 motion instead in order to ensure you get both of those directions.

Kuzukaze, aka Scum Gale, is one of Iori's strongest options, and part of what makes him so effective as a rushdown character. While it's quite slow at 13 frames of startup, it's surprisingly easy to land if you've conditioned your opponent into blocking instead of trying to fight back.

311 Shiki • Tsumakushi

311 Shiki • Tsumakushi
623B/D/BD
623B/D/BD

"Method 311: Claw Comb"/ B Version (Hitbox)

"Method 311: Claw Comb"/ B Version (Hitbox)
D Version
EX Version

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

B B

50 Mid super 22 5 19 -3 -5 - 80 40

D D

80 Mid super 31 5 16 -1 -3 Projectile Invincibility: 11 to 27 (17 frames) 80 40

BD BD

90 Mid - 28 5 12 Ground Bounce (+75) +2 Projectile Invincibility: 1 to 27 (27 frames) 0 40
  • B version is like the neglected and underperforming sibling of the D version. Too slow to combo off heavies, prematurely ends crumple combos with a hard knockdown, doesn't low crush, no projectile invincibility, unsafe on block (and even hit), only cancellable into regular rekkas which still makes it unsafe on block. Every thing it tries to do, the D version does it better.
  • D version has some projectile immunity. Safe on block and cancels into any special.
    • Extremely useful as a pickup from 236AC, as you can cancel it into C Rekkas to do good damage and corner carry.
    • Cancelling into the 2nd A Rekka in or near the corner allows for juggles into DP for optimal damage and super cancel followups.
    • If performed as a kara from CD will travel almost the entire screen.
  • EX version is a launcher with complete projectile immunity. Plus on block.

Super Special Moves

Kin 1211 Shiki • Yaotome

Kin 1211 Shiki • Yaotome
236214A/C/AC
236214A/C/AC

"Forbidden Method 1211: Eight Maidens"
"Playtime's over! Cry! Scream! Then die!" / Normal Version (Hitbox)

"Forbidden Method 1211: Eight Maidens"
"Playtime's over! Cry! Scream! Then die!" / Normal Version (Hitbox)
Max Version

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

A A

185 (0+10*3+15*3+20+90) Mid Advanced, Climax 11 12 27 Hard Knockdown -31 Full Body: 1 to 3 (3 Frames) 0 0

C C

185 (0+10*3+15*3+20+90) Mid Advanced, Climax 11 12 24 Hard Knockdown -31 Full Body: 1 to 3 (3 Frames) 0 0

AC AC

319 (0+25+25+30+25*4+10*4+100) Min: 157 Mid Climax 4 12 24 Hard Knockdown -31 - 0 0
  • Combo super, with no invul.
  • Goes nearly full screen.
  • Has a unique follow-up super that can be performed after A or C version.
  • A.k.a. the "Maiden Masher".
  • Main hurtbox becomes the same size as average crouching boxes which allows Iori to duck under attacks that hit at a higher height.

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

Ura 316 Shiki • Saika
236214A/C > 236236AC
236214A/C > 236236AC
"Reverse Method 316: Jackal Luster"
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
136 (10*6+80), 321 total - Advanced, Climax - - - Hard Knockdown (55) N/A - 0 0
  • A follow-up to Yaotome that costs 1 bar (none in Max Mode).

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

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

Ura 1018 Shiki • Yashiori

Ura 1018 Shiki • Yashiori
214236A/C/AC
214236A/C/AC

"Reverse Method 1018: Eight Times Snapper" / Normal Version (Hitbox)

"Reverse Method 1018: Eight Times Snapper" / Normal Version (Hitbox)
Max Version

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

A A

155 (25*3+80) Mid Advanced, Climax 31 [ 151] 2 (1) 2 (1) 2 (1) 2 25 Hard Knockdown +15 Full Body: 1 to 3 (3 Frames) 0 0

C C

155 (25*3+80) Mid Advanced, Climax 31 [ 151] 2 (1) 2 (1) 2 (1) 2 25 Hard Knockdown +15 Full Body: 1 to 3 (3 Frames) 0 0

AC AC

255 (25*7+80) Mid Climax 30 [156] 16 17 Hard Knockdown +26 - 0 0
  • *Values in [] indicate when the move is held.
  • A big projectile cloud that lingers for quite a while.
  • Regular version does 4 hits while MAX version does 8.
  • All versions reliably combo from a grounded 624D super cancel.
  • MAX version allows Iori to link a close or 2C while the opponent is in a ground hitstun before cancelling into 623D.

Iori's go-to move for damage as long as he has at least 1 bar to spend and will in fact do more damage than a 2 EX combo with 236AC into 214AC. This allows for very cost-effective combos, especially when combined with the fact that Iori often builds more than half a bar doing follow up moves to this super. The MAX version may also be used as an extra damage tool tacked on at the end of Saika in the corner, which can really lay on the hurt. If you cancel into it after Saika and then immediately let go and slightly delay a 214A, you can relaunch them into it and retain hard knockdown. The resulting combo can easily deal close to 800 damage.

Climax Super Special Moves

Ura 1131 Shiki • Hozuki

Ura 1131 Shiki • Hozuki
2141236CD
2141236CD

"Reverse Method 1131: Ogre Lantern"

"Reverse Method 1131: Ogre Lantern"

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
430 (0+70+10*16+200) Min: 215 Mid - 7 12 68 Hard Knockdown -61 Full Body: 1 to 14 (14 Frames) 0 0
  • Dashes nearly full screen while fully invincible. Loses invincibility about 2/3 into the dash.

Misc

Alternate Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8


Videos

Iori Yagami Reveal Trailer

Combo Guides

The King of Fighters XV

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The King of Fighters XV
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