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The King of Fighters XV/Iori Yagami/Combos
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Combo Notation Guide
Notation | Meaning |
---|---|
X Starter | Use the corresponding starter(s) from the 'Starters' section of this page. |
> | Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel'). |
, | Link the previous move into the following move. |
(X) | A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled. |
~ | Cancel the previous special into the following special. |
cl. | Close to opponent. |
f. | Far from opponent. |
j. | Jumping move. |
AA | Anti-air. Hit the opponent while they're mid-air. |
[X] | Hold input briefly. |
P & K | P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. |
X/Y | Do either X move or Y move in a combo (Both final damage & stun values will be shown). |
X * N {X} * N |
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}". |
Starters
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.
Light Starters
Combo | Damage | Notes |
---|---|---|
2B > 5A | 38 | Standard low light confirm. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
j.X > 2C | 136 | Standard jump-in starter. 2C has better range if the opponent is standing. If they're crouching, opt for 5C or 5A. Can add 6B in short combos for a bit more damage. |
cl.C > 6B | 98 | Alternate jump-in when close to opponent. 6B might not be worth it in longer combos due to scaling. |
2B > 2A > 6A | 65 | Low light confirm into Heavy combos. Must be fairly close. If close enough can add the 2nd hit of 6A. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes
- Iori can add 63214BD after his 214A rekka chain to OTG the opponent for a damage increase if you have at least 0.5 bars.
- You can add both parts of Iori's 6A after crouching lows at point blank range.
- Using two EX moves in a combo will result in more damage than a super for the same cost. Comboing into super is more worth it if you plan on cancelling into another super afterwards for more damage.
- If you are spending more than 1 meter, use 632146AC as it has less damage scaling and will result in more damage than using the regular command grab and adding another EX move.
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 164 | 0 | Rush combo ending in a special move |
cl.A > A > A > C | 223 | 1 | Rush combo ending in a super |
cl.A > A > A > D | 337 | 2 | Rush combo ending in a Max super |
cl.A > A > A > A | 427 | 3 | Rush combo ending in a Climax super |
Meterless
Combo | Damage | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|
Light Starter > 214A*3 | 139 | 145 | 0.2 | Anywhere | Low combo to use when too far for '2A > 2B > 6A'. |
Heavy Starter > 63214D | 273 | 140 | 0.4 | Anywhere | Slightly more damage, but less hits to confirm with. |
632146P, 2C > 63214D | 146 | 70 | 0.3 | Anywhere | Easier command grab combo. |
632146P, 2C > (6A) ~ A > 63214D | 183 | 130 | 0.4 | Anywhere | Harder command grab combo. Whiff the first hit of 6A ~ A and land the 2nd hit. |
CD > 63214D | 204 | 100 | 0.3 | Anywhere | Reliable, Easy, Consistent, and doesn't require committing to anything after CD. |
CD > (63214B), f.C > 63214D | 255 | 130 | 0.4 | Non-Corner | If done quick enough, the f.C hits standing. |
CD, 236A, 623C | 235 | 250 | 0.4 | Corner | Reliable and doesn't require CD to be cancelled. |
CD > 623D > 214A*2, 623C | 288 | 330 | 0.5 | Corner | More damage, more commitment. |
0.5 Bar
Combo | Damage | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|
... > 214AC~214AC~214AC, 214A*3 | Anywhere | Any 214X can be replaced by the EX version for more damage. | |||
... > 214A*3 > 63214BD | Anywhere | OTG after 214A. Doesn't connect after 214C. | |||
... > 236AC, 623D > 624D | Anywhere | Does more damage than ex rekka combo, but has potential to be pushed out a bit too far for 236AC to connect. Less corner carry but still gives a safe jump with microdash hop. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
... > 6A > 236CD, dash c.C > f.A/B > 214C | 1 | 0.5 | Anywhere | Shatter Strike conversion. Usually deals less damage than an EX but returns more meter. | ||
... > 236AC > 214AC/214A > ... | 0.5+ | Anywhere | Example of using EX Yami Barai as a combo extender. Less useful than his other EX options but leads to more damage overall when using more meter. | |||
... > 214C*2 > 2363214A/C > 63214BD | 1.5 | Anywhere | Basic supercancel into OTG extension. | |||
632146AC, 2C > 214AC*3, 214A*3, 63214BD | 274 | 1.5 | Anywhere | Notable as EX command grab has less scaling and leads to better damage than normal command grab with 3 EX moves in the following combo. | ||
2B > 2A > 236AC, 236A > 214236P, 623D > 63214D | 399 | 1.5 | Corner | Super cancel corner confirm that does a lot of damage and builds a decent amount of meter back |
Most of Iori's 1-bar combos are combinations of his 0.5 bar combos. Usually they'll follow the formula of EX Rekkas > A Rekkas > EX OTG or Shatter Strike > EX.
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
... > 214C*2 > 2363214A/C > 236236AC | 2 | Anywhere | Super dump combo. | |||
2B/6A/6A~A/6B > BC > c.C > 6A/B > 214AC*3, 623A(1) > 2363214A/C | 2 | Anywhere | Point Iori Quickmax conversion. | |||
2B/6A/6A~A/6B > BC > c.C > 6A > 236AC, 214AC*3, 623A(1) > 2363214A/C | 2 | Anywhere | Anchor Iori Quickmax conversion. Allows Iori to squeak in an extra EX. You can input qcf+AC as qcf,uf+AC to avoid getting dp+AC after f+A. Delay the dp+A a little bit so it hits low enough for the super cancel to connect. | |||
2B/6A/6A~A/6B > 214AC*3, 2363214A/C > 236236AC | 2.5 | Anywhere | ||||
2B > 2A > 236AC, 236A > 214236AC, 623D > 63214D | 2.5 | Anywhere | Does a lot of damage. Midscreen you will need to microdash between 236AC and 236A, it is a bit difficult to get down. In the corner can end with 623D 214A*2 623C for more damage. |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B/6A/6A~A/6B > BC > c.C > 6A/B > 2363214A/C > 2141236CD | 3 | Anywhere | (1250+ MAX/Middle or Anchor) Mid Iori Quickmax conversion. |
Iori can turn any of his 2 bar Quickmax combos into a 3 bar combo by cancelling 2363214A/C into 236236AC.
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B/6A/6A~A/6B > BC > c.C > 6A/B > 2363214AC > 2141236CD | 4 | Anywhere | Mid Iori Quickmax conversion. | |||
2B > 2B > f.5B > 2363214A > 236236AC > 2141236AC, 214A*2, 623A, 63214D | 4 | Corner | Big damage combo, does more than the quick max confirm and can be done from quick max as well for 4 bars still, and maintains offense with a strong knockdown |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |