Introduction
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.
Throws
Sakahagi - / +
Kanyarai - / +
Command Normals
Ge-Shiki * Yumebiki - +
- ┗Follow Up -
Ge-Shiki * Gofu In "Shinigami" - +
Ge-Shiki * Yurioki - + (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 1018 Shiki * Hozuki - +
Quick Combo Reference
Notation
0 Meter
|
Placeholder
Placeholder
|
( = dmg
( = dmg
|
1 Meter
|
Placeholder
Placeholder
|
( = dmg
( = dmg
|
2 Meters
|
Placeholder
Placeholder
|
( = dmg
( = dmg
|
Gameplay Overview
Normals
Far Standing Normals
Far A
No results
NO IMAGE FOUND
|
No results
|
Far B
No results
NO IMAGE FOUND
|
No results
|
Far C
No results
NO IMAGE FOUND
|
No results
|
Far D
No results
NO IMAGE FOUND
|
No results
|
Close Standing Normals
Close A
close 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
|
|
|
Close B
close 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
|
|
|
Close C
close 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
|
|
|
Close D
close 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
|
|
|
Crouch Normals
Crouch A
No results
NO IMAGE FOUND
|
No results
|
Crouch B
No results
NO IMAGE FOUND
|
No results
|
Crouch C
No results
NO IMAGE FOUND
|
No results
|
Crouch D
No results
NO IMAGE FOUND
|
No results
|
Jump Normals
Jump A
jump A
|
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
|
|
|
Jump B
jump B
|
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
|
|
|
Jump C
jump C
|
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
|
|
|
Jump D
jump D
|
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
|
|
|
Blowback
Blowback
Blowback
|
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
|
|
|
ShatterStrike
No results
NO IMAGE FOUND
|
No results
|
jump CD
jump CD
|
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
|
|
|
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
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
|
30
|
mid
|
special
|
9
|
2
|
19
|
-4
|
-6
|
-
|
40
|
80
|
|
|
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
|
|
|
Ge-Shiki • Gofu in "Shinigami"
|
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]
|
|
|
Ge-Shiki • Yuriori
|
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
|
|
|
Special Moves
108 Shiki • Yami Barai qcf+A/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 dp+A/C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
127 Shiki • Aoibana (1) qcb+A/C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
127 Shiki • Aoibana (2) qcb+A/C after Aoibana (1)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
127 Shiki • Aoibana (3) qcb+A/C after Aoibana (2)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
212 Shiki • Kototsuki In hcb+B/D
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
Kuzukaze hcb,f+A/C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
311 Shiki • Tsumakushi dp+B/D
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
Super Special Moves
Kin 1211 Shiki • Ya Otome qcf,hcb+A/C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
Ura 316 Shiki • Saika qcfx2+AC after Ya Otome
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
Ura 1018 Shiki • Yashiori qcb,hcf+A/C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
Ura 1131 Shiki • Hozuki qcb,hcf+CD
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
Combos
Notation Guide
General Notes
- Iori can add an EX hcb+K after his qcb+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 f+A 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
- cl.A > A > A > Bx3 (164 DMG)
- (Rush combo ending in a special move, costs 0 meter)
- cl.A > A > A > C (223 DMG)
- (Rush combo ending in a super, costs 1 meter)
- cl.A > A > A > D (337 DMG)
- (Rush combo ending in a Max super, costs 2 meters)
- cl.A > A > A > A (427 DMG)
- (Rush combo ending in a Climax super, costs 3 meters)
0 Meter
Anywhere
- cr.B, cr.A, f+A, qcb+Px3 (185 DMG)
- (Bread n' butter Iori combo starting from lows.)
- cr.B, cr.A, f+A > A, qcb+Px3 (238 DMG)
- (More damaging low combo if you are at point blank range.)
- cr.Bx2, cr.A, qcb+Ax3 (174 DMG)
- (Low combo with slightly easier confirm but does less damage.)
- j.X, cl.C, f+B/A, qcb+Px3 (268 DMG)
- (Bread n' butter Iori combo from a heavy starter.)
- j.X, cl.C, hcb+D (273 DMG)
- (Slightly more damage, but less hits to confirm with.)
- hcb,f+P, cr.C/(f,f, cl.C, f+B/A), qcb+Px3 (127-140 DMG)
- (Command grab combo, using cr.C after hcb,f+P is easier, while using cl.C does more damage, but you will need to run slightly forward for it to connect.)
0.5 Meters
Anywhere
- cr.B, cr.A, f+A, qcb+ACx3, qcb+Ax3 (274 DMG)
- cr.B, cr.A, f+A > A, qcb+ACx3, qcb+Ax3 (318 DMG)
- (More damaging low combo if you are at point blank range.)
- cr.B, cr.A, f+A > A, qcb+Ax3, hcb+BD (306 DMG)
- (Low starter 0.5 bar damage increase using EX 63214+K. The OTG will not connect if you use qcb+C.)
- (If not at point blank range, omit the follow-up of f+A, as it will whiff.)
- cr.Bx2, cr.A, qcb+Ax3, hcb+BD (258 DMG)
- cr.B, cr.A, f+A, qcf+CD, run, cl.C, f+B/A, qcb+Cx3 (247 DMG)
- (Shatter strike combo from a low starter. Less damage than previous combos but more meter recovery.)
- j.X, cl.C, f+B/A, qcb+ACx3, qcb+Ax3 (357 DMG)
- j.X, cl.C, f+B/A, qcb+Ax3, hcb+BD (341 DMG)
- (Heavy starter 0.5 bar damage increase using EX 63214+K. The OTG will not connect if you use qcb+C.)
- j.X, cl.C, f+A, qcf+CD, run, cl.C, f+B/A, qcb+Cx3 (330 DMG)
- (Shatter strike combo from a heavy starter. Less damage than previous combo but more meter recovery.)
- hcb,f+P, cr.C, qcb+Ax3, hcb+BD (177 DMG)
- (Command grab 0.5 bar damage increase using EX 63214+K. The OTG will not connect if you use qcb+C.)
1 Meter
Anywhere
- cr.B, cr.A, f+A, qcb+ACx3, qcb+Ax3, hcb+BD (339 DMG)
- (1 meter low combo using two EX moves.)
- cr.B, cr.A, f+A > A, qcb+ACx3, qcb+Ax3, hcb+BD (376 DMG)
- (More damaging low combo if you are at point blank range.)
- cr.B, cr.A, f+A, qcf+CD, run, cl.C, f+B/A, qcb+ACx3, qcb+Ax3 (282 DMG)
- (Shatter strike low combo. Less damage than previous combo but more meter recovery)
- j.X, cl.C, f+B/A, qcb+ACx3, qcb+Ax3, hcb+BD (422 DMG)
- (1 meter heavy combo using two EX moves.)
- j.X, cl.C, f+A, qcf+CD, run, cl.C, f+B/A, qcb+ACx3, qcb+Ax3 (365 DMG)
- (Shatter strike combo. Less damage than previous combo but more meter recovery)
- hcb,f+P, cr.C, qcb+ACx3, qcb+Ax3, hcb+BD (228 DMG)
- (1 meter command grab combo using 2 EX moves.)
1.5 Meters
Anywhere
- cr.Bx1~2, cr.A, qcf+AC, qcb+ACx3, qcb+Ax3, hcb+BD (360-364 DMG)
- cr.B, cr.A, f+A > A, qcb+Cx2, (SC) qcf,hcb+P, hcb+BD (399 DMG)
- (More damaging low combo if you are at point blank range.)
- cr.B, cr.A, f+A, qcf+CD, run, cl.C, f+B/A, qcb+ACx3, qcb+Ax3, hcb+BD (308 DMG)
- (Shatter strike 1.5 bar combo from a low starter. Less damage than the previous combos but more meter recovery.)
- j.X, cl.C, f+A, qcf+AC, qcb+ACx3, qcb+Ax3, hcb+BD (447 DMG)
- (1.5 meter combo with three EX moves from a heavy starter.)
- (Tip: you can input qcf+AC as qcf,uf+AC to avoid getting dp+AC after f+A.)
- j.X, cl.C, f+B/A, qcb+Cx2, (SC) qcf,hcb+P, hcb+BD (440 DMG)
- (Super cancel 1.5 meter combo.)
- j.X, cl.C, f+A, qcf+CD, run, cl.C, f+B/A, qcb+ACx3, qcb+Ax3, hcb+BD (391 DMG)
- (Shatter strike 1.5 bar combo from a heavy starter. Less damage than previous combo but more meter recovery.)
- hcb,f+AC, cr.C, qcb+ACx3, qcb+Ax3, hcb+BD (274 DMG)
- (EX command grab combo. More damage than using regular command grab then three EX moves, due to lesser damage scaling on EX command grab.)
2 Meters
Anywhere
- cr.B, cr.A, f+A, qcb+Cx2, (SC) qcf,hcb+P, (SC) qcfx2+AC (385 DMG)
- (2 meter super cancel combo starting from lows.)
- cr.B, cr.A, f+A > A, qcb+Cx2, (SC) qcf,hcb+P, (SC) qcfx2+AC (431 DMG)
- (More damaging low super cancel combo if you are at point blank range.)
- j.X, cl.C, f+B/A, qcb+Cx2, (SC) qcf,hcb+P, (SC) qcfx2+AC (468 DMG)
- (2 meter super cancel combo starting from heavy.)
Max Mode Combos (Quick)
Point
Anywhere
- cr.Bx2~3, (BC) cl.C, f+B/A, qcb+ACx3, dp+A(1), (SC) qcf,hcb+P (360-371 DMG)
- j.X, cr.Bx2, (BC) cl.C, f+B/A, qcb+ACx3, dp+A(1), (SC) qcf,hcb+P (411 DMG)
- (Quick max combos to confirm off multiple cr.Bs.)
- j.X, cl.C, f+B/A, (BC) cl.C, f+B/A, qcb+ACx3, dp+A(1), (SC) qcf,hcb+P (449 DMG)
- (Quick max combo off a heavy starter.)
Mid
Anywhere
Anchor
Anywhere
- cr.Bx2~3, (BC) cl.C, f+A, qcf+AC, qcb+ACx3, dp+A(1), (SC) qcf,hcb+P (391-398 DMG)
- (Tip: you can input qcf+AC as qcf,uf+AC to avoid getting dp+AC after f+A.)
- (Tip: delay the dp+A a little bit so it hits low enough for the super cancel to connect)
- j.X, cr.Bx2, (BC) cl.C, f+A, qcf+AC, qcb+ACx3, dp+A(1), (SC) qcf,hcb+P (438 DMG)
Max Mode Combos (Raw)
Point
Anywhere
Corner Only
Mid
Anywhere
Corner Only
Anchor
Anywhere
Corner Only
2.5 Meters
Anywhere
- cr.B, cr.A, f+A > A, qcb+ACx3, qcf,hcb+P, (SC) qcfx2+AC (474 DMG)
- j.X, cl.C, f+B/A, qcb+ACx3, qcf,hcb+P, (SC) qcfx2+AC (518 DMG)
3 Meters
Anywhere
Corner Only
Max Mode Combos (Quick)
Point
Anywhere
- cr.Bx2~3, (BC) cl.C, f+B/A, qcb+ACx3, dp+A(1), (SC) qcf,hcb+P, (SC) qcfx2+AC (470-481 DMG)
- j.X, cr.Bx2, (BC) cl.C, f+B/A, qcb+ACx3, dp+A(1), (SC) qcf,hcb+P, (SC) qcfx2+AC (521 DMG)
- (Quick max combos to confirm off multiple cr.Bs.)
- j.X, cl.C, f+B/A, (BC) cl.C, f+B/A, qcb+ACx3, dp+A(1), (SC) qcf,hcb+P, (SC) qcfx2+AC (559 DMG)
Mid
Anywhere
- cr.Bx2~3, (BC) cl.C, f+B/A, qcf,hcb+P, (SC) qcb,hcf+CD (532-535 DMG)
- j.X, cr.Bx2, (BC) cl.C, f+B/A, qcf,hcb+P, (SC) qcb,hcf+CD (572 DMG)
- j.X, cl.C, f+B/A, (BC) cl.C, f+B/A, qcf,hcb+P, (SC) qcb,hcf+CD (610 DMG)
Anchor
Anywhere
Max Mode Combos (Raw)
Point
Anywhere
Corner Only
Mid
Anywhere
Corner Only
Anchor
Anywhere
Corner Only
4 Meters
Anywhere
Corner Only
Max Mode Combos (Quick)
Mid
Anywhere
- cr.Bx2~3, (BC) cl.C, f+B/A, qcf,hcb+AC, (SC) qcb,hcf+CD (619-627 DMG)
- j.X, cr.Bx2, (BC) cl.C, f+B/A, qcf,hcb+AC, (SC) qcb,hcf+CD (659 DMG)
- j.X, cl.C, f+B/A, (BC) cl.C, f+B/A, qcf,hcb+AC, (SC) qcb,hcf+CD (697 DMG)
Anchor
Anywhere
Max Mode Combos (Raw)
Mid
Anywhere
Corner Only
Anchor
Anywhere
Corner Only
5 Meters
Anywhere
Corner Only
Max Mode Combos (Quick)
Anchor
Anywhere
Corner Only
Max Mode Combos (Raw)
Anchor
Anywhere
Corner Only
Misc
Videos
Iori Yagami Reveal Trailer
Navigation
Navigation