The Yagami clan is one of three ancient clans entrusted with a Sacred Treasure. As a descendent of this clan, Iori has access to abilities that allow him to tear apart his foes, and powerful amethyst flames granted by his knowledge of the Yagami Style of Ancient Martial Arts. His ancestors signed a blood-pact with Orochi 660 years ago, sparking a feud with the Kusanagi clan. Despite this, he decides to up-hold his duties as a member of the original sacred clans and joins KOF.
Movelist
(*) = EX OK
(!) = MAX OK
(Midair Only) = Can only be done in the air.
(Air OK) = Can be done both on the ground and in the air.
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
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
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
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
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
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
Placeholder
jump CD
jump CD
j.CD
j.CD
NO IMAGE FOUND
No results
jump
jump
90
Mid
-
15
6
1 on ground
Soft Knockdown
-
-
80
140
Placeholder
Throws
Sakahagi
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Enter move description here.
Kanyarai
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Enter move description here.
Command Moves
No results
No results
No results
NO IMAGE FOUND
No results
Placeholder
No results
No results
No results
NO IMAGE FOUND
No results
Placeholder
No results
No results
No results
NO IMAGE FOUND
No results
Placeholder
No results
No results
No results
NO IMAGE FOUND
No results
Placeholder
Special Moves
108 Shiki • Yami Barai 236A/C
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
A
-
-
-
-
-
-
-
Enter move description here.
C
-
-
-
-
-
-
-
Enter move description here.
EX
-
-
-
-
-
-
-
Enter move description here.
100 Shiki • Oniyaki 623A/C
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Enter move description here.
127 Shiki • Aoibana (1) 214A/C
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Rekka starter
127 Shiki • Aoibana (2) 214A/C after Aoibana (1)
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Rekka followup
127 Shiki • Aoibana (3) 214A/C after Aoibana (2)
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Rekka ender
212 Shiki • Kototsuki In 63214B/D
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Enter move description here.
Kuzukaze 632146A/C
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Enter move description here.
311 Shiki • Tsumakushi 623B/D
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Enter move description here.
Super Special Moves
Kin 1211 Shiki • Ya Otome 2363214A/C
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Enter move description here.
Ura 316 Shiki • Saika 236236AC after A or C Ya Otome
Iori can add an EX 63214+K after his 214+A rekka chain to OTG the opponent for a damage increase if you have at least 0.5 bars.
You can add both parts of Iori's 6A after crouching lows at point blank range.
Using two EX moves in a combo will result in more damage than a super for the same cost. Comboing into super is more worth it if you plan on cancelling into another super afterwards for more damage.
If you are spending more than 1 meter, use the EX version of 632146+P as it has less damage scaling and will result in more damage than using the regular command grab and adding another EX move.
Rush Auto Combo
5A > A > A > Bx3 (164 DMG)
(Rush combo ending in a special move, costs 0 meter)
5A > A > A > C (223 DMG)
(Rush combo ending in a super, costs 1 meter)
5A > A > A > D (337 DMG)
(Rush combo ending in a Max super, costs 2 meters)
5A > A > A > A (427 DMG)
(Rush combo ending in a Climax super, costs 3 meters)
0 Meter
Anywhere
2B, 2A, 6A, 214+Px3 (185 DMG)
(Bread n' butter Iori combo starting from lows.)
2B, 2A, 6A > A, 214+Px3 (238 DMG)
(More damaging low combo if you are at point blank range.)
2Bx2, 2A, 214+Ax3 (174 DMG)
(Low combo with slightly easier confirm but does less damage.)
j.X, cl.5C, 6B/6A, 214+Px3 (268 DMG)
(Bread n' butter Iori combo from a heavy starter.)
j.X, cl.5C, 63214+D (273 DMG)
(Slightly more damage, but less hits to confirm with.)
(Command grab combo, using 2C after 632146+P is easier, while using cl.5C does more damage, but you will need to run slightly forward for it to connect.)
0.5 Meters
Anywhere
2B, 2A, 6A, 214+ACx3, 214+Ax3 (274 DMG)
2B, 2A, 6A > A, 214+ACx3, 214+Ax3 (318 DMG)
(More damaging low combo if you are at point blank range.)
2B, 2A, 6A > A, 214+Ax3, 63214+BD (306 DMG)
(Low starter 0.5 bar damage increase using EX 63214+K. The OTG will not connect if you use 214+C.)
(If not at point blank range, omit the follow-up of 6A, as it will whiff.)