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.
cl.A, cl.C
91
Surprisingly workable combo after j.4B that makes use of cl.A's speed.
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.
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.
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