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 > cl.C
136
Standard jump-in starter due to cl.C being incredibly fast. 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.
2C > 6B
98
Alternate jump-in with more range on standing opponents. 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.B, cl.C
91
Only works from close range, but good damage for a low confirm into a heavy normal.
Other Starters
Combo
Damage
Notes
CD
75
623D/BD
80/90
Both useful Anti-fireball tools. 623D can be cancelled into any other special, including their EX versions. 623BD on the other hand, pops the opponent up for a juggle.
632146P/AC
0
Command throw that starts combos. The EX version has less scaling, i.e. the proceeding combo will do more damage.
(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.
As of patch 1.62, Iori can combo 63214D into 2141236A/C or 2141236AC against grounded opponents. This can be used in a large variety of ways, including giving Iori access to a fairly easy corner ToD without needing to activate raw max mode before the combo.
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.
EX
Combo
Damage
Stun
Meter Gain
Location
notes
Light Starter > 236A*3, 63214BD
195
145
0.2
Anywhere
Reliable but not much damage. Useful if you build the necessary meter after the combo.
Light/Heavy Starter > 236AC, 623D > 63214D
285/383
125/220
0.4
Anywhere
Good half bar damage, but doesn't work at all ranges from a Light Confirm, in which case use above combo. Less corner carry but still gives a safe jump with microdash hop.
Damage numbers were calculated using 2B > 2B > 5A and j.C > c.C > 6B as the light/heavy starters. Will update with values that conform to the standard 2B > 5A and j.C/D > c.C and remove this note in the future.
Damage numbers were calculated using 2B > 2B > 5A and j.C > c.C > 6B as the light/heavy starters. Will update with values that conform to the standard 2B > 5A and j.C/D > c.C and remove this note in the future.
Damage numbers were calculated using 2B > 2B > 5A and j.C > c.C > 6B as the light/heavy starters. Will update with values that conform to the standard 2B > 5A and j.C/D > c.C and remove this note in the future.
Damage numbers were calculated using 2B > 2B > 5A and j.C > c.C > 6B as the light/heavy starters. Will update with values that conform to the standard 2B > 5A and j.C/D > c.C and remove this note in the future.
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.
Damage numbers were calculated using 2B > 2B > 5A and j.C > c.C > 6B as the light/heavy starters. Will update with values that conform to the standard 2B > 5A and j.C/D > c.C and remove this note in the future.
Damage numbers were calculated using 2B > 2B > 5A and j.C > c.C > 6B as the light/heavy starters. Will update with values that conform to the standard 2B > 5A and j.C/D > c.C and remove this note in the future.
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
Damage numbers were calculated using 2B > 2B > 5A and j.C > c.C > 6B as the light/heavy starters. Will update with values that conform to the standard 2B > 5A and j.C/D > c.C and remove this note in the future.
j.C > c.C > 6A/B starter allows for a fairly easy ToD that doesn't need raw MAX to start. To save space in the optimizations in the starters below, "Full Corner Series" refers to everything after 63214D in this combo.
c.B > c.C > (6A) ~ A > 63214D > Full Corner Series
1020
5
.25
Corner
Needs very specific spacing on the c.B to allow the (6A) ~ A to connect properly - does push this into a ToD off a low starter, though.
2B > c.B > 6A ~ A > 63214D > Full Corner Series
952
5
.25
Corner
Counter Hit j.CD > 236C > Full Corner Series
1036
5
.25
Corner
632146AC > c.B > c.C > 6A/B > 63214D > Full Corner Series
823
5.5
0
Iori In Corner
Microdash or step forward to make c.B > c.C work.
632146AC > 2C > (6A) ~ A > 63214D > Full Corner Series
864
5.5
0
Iori Almost Cornered
Needs specific spacing, but if you happen to land 632146AC about a half-screen away from the corner, 2C > (6A) ~ A adds a decent touch of extra damage while still building enough meter to spend 5.5 in full.