Iori Yagami 02

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Un taco por favor

General Info

The second-handsomest man in Japan, Iori awakened his Orochi blood so that he could hunt down and kill the first-handsomest man, Kyo Kusanagi. He'd be doing a better job of it if his legs weren't tied together -- but Iori understands what's truly important.

Crouch height: Low
Jump: 4/31/1
Hop: 4/23/1
Dash: 3/10~∞/3
Backdash: 3/16/3
Wakeup: 28 frames
Recovery roll: 24 frames

Stand Crouch Jump Grab Run
Iori02 stand.png Iori02 crouch.png Iori02 jump.png Iori02 grab.png Iori02 run.png


Colors:

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Iori02 colorA.png Iori02 colorB.png Iori02 colorC.png Iori02 colorD.png

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 4/5/5 +2/0 R,C,S,Su HL
Iori02 clA.png
Snkb.gif 5/3/5 +4/+2 C,S,Su L
Iori02 clB.png
Snkc.gif 2/2+5/11 +2/0 C,S,Su HL
Iori02 clC1.png
Iori02 clC2.png
Snkd.gif 5/6/13 +1/-1 HL
Iori02 clD.png
Standing Far
Snka.gif 6/3/3 +6/+4 R,C,S,Su HL
Iori02 stA.png
Snkb.gif 7/3/20 -3/-5 HL
Iori02 stB.png
Snkc.gif 7/3/20 -3/-5 C,S,Su HL
Iori02 stC.png
Snkd.gif 10/8/20 -8/-10 HL
Iori02 stD.png
Snkc.gif+Snkd.gif 11/5/24 KD/-7 C,S,Su HL
Iori02 stCD.png
Crouching
Snka.gif 5/4/7 +1/-1 R,C,S,Su HL
Iori02 crA.png
Snkb.gif 5/5/5 +2/0 R L
Iori02 crB.png
Snkc.gif 7/5/16 -1/-3 C,S,Su HL
Iori02 crC.png
Snkd.gif 5/6/31 KD/-19 L
stop using sweep
Jump
Snka.gif 3/9/- -/- H
Iori02 jA.png
Snkb.gif 4/7/- -/- H
Iori02 jB.png
Snkc.gif 8/3/- -/- H
Iori02 jC.png
Snkd.gif 5/3+2/- -/- H
Iori02 jD1.png
Iori02 jD2.png
Snkc.gif+Snkd.gif 12/4/- KD/- HL
Iori02 jCD.png
Neutral Jump
Snka.gif 3/9/- -/- H
Iori02 jA.png
Snkb.gif 4/7/- -/- H
Iori02 jB.png
Snkc.gif 8/3/- -/- H
Iori02 jC.png
Snkd.gif 5/3+2/- -/- H
Iori02 jD1.png
Iori02 jD2.png
Hop
Snka.gif 3/9/- -/- H
Iori02 jA.png
Snkb.gif 4/7/- -/- H
Iori02 jB.png
Snkc.gif 8/3/- -/- H
Iori02 hC.png
Snkd.gif 5/3+2/- -/- H
Iori02 hD1.png
Iori02 hD2.png
Command Normals
f+Snka.gif 8/4/19 -3/-5 Su,f+AA
Iori02 fA.png
f+Snka.gif,Snka.gif 9/7/15 -2/-4 S,Su
Iori02 fAA.png
f+Snkb.gif 27/3(3)3/20 -9/-11 H
Iori02 fB1.png
Iori02 fB2.png
Second hit usually whiffs, this has been taken into account in the frame advantage calculations.
f+Snkb.gif
(cancel)
23/5(3)/20 -11/-13 S,Su HL Second hit usually whiffs, this has been taken into account in the frame advantage calculations.
j.b+Snkb.gif 4/5/3 -/- HL
Iori02 jb+B.png
Has three frames of additional landing recovery. Whiffs on most crouchers.
Special Moves
qcf+Snka.gif 10/-/39 -7/-9 HL
Iori02 qcfP.png
108 Shiki: Yami Barai - qcf+P
  • Iori throws a ground projectile
  • qcf+C travels alot faster than qcf+A, although both don't have good recovery
qcf+Snkc.gif 9/-/40 -8/-10 HL
qcb+Snka.gif (1) 8/3/26 -9/-11 HL
Iori02 qcbP1.png
Iori02 qcbP2.png
Iori02 qcbP3.png
127 Shiki: Aoihana - qcb+Px3
  • Iori will do a punch, moving him forward. This can be done three times. For the third hit, Iori will jump into the air and hit them from above
  • the followups can be delayed to confuse the opponent
  • qcb+A comes out faster than qcb+C, although qcb+C covers more horizontal range
  • the third hit is very punishable on block
  • third hit is an overhead and hard knockdown
  • free cancellable into
  • free cancellable out of on the first and second hits
qcb+Snka.gif (2) 7/3/28 KD/-13 HL
qcb+Snka.gif (3) 17/2/29 KD/-13 H
qcb+Snkc.gif (1) 11/3/28 -11/-13 HL
qcb+Snkc.gif (2) 11/3/29 KD/-14 HL
qcb+Snkc.gif (3) 17/9/31 KD/-22 H
hcb+Snkb.gif
(run)
6/16/14 -/-
Iori02 hcbK.png
212 Shiki: Kototsuki In - hcb+K
  • Iori runs forward, faster than his running speed. If he connects, he will grab the opponent and blast them in the face
  • hcb+B runs slightly more than half screen, while hcb+D will make him run full screen
  • he recovers quickly if he whiffs but has horrible recovery time if the opponent blocks the attack
  • hard knockdown
  • does alot of guardcrush damage on the first hit
  • free cancellable into
  • free cancellable out of on the first hit
hcb+Snkd.gif
(run)
6/24/14 -/-
hcb+Kick.gif
(attack)
11/8/16 -/- HL
hcb+Kick.gif
(connect)
4/3/41 KD/-26 HL
dp+Snka.gif 5/2*2*8/11+16 KD/-17 Su HL
Iori02 dpA1.png
Iori02 dpA2.png
Iori02 dpA3.png
100 Shiki: Oniyaki - dp+P
  • a decent fast, vertical anti-air but lacks much invincibility
  • free cancellable into
  • dp+A free cancellable out of, dp+C free cancellable out of on the first and second hit
  • dp+A is supercancellable, dp+C is supercancellable on the first and second hit while Iori is on the ground
dp+Snkc.gif 5/2*3*7+6/22+19 KD/-36 Su HL
Iori02 dpC1.png
Iori02 dpC2.png
Iori02 dpC3.png
Iori02 dpC4.png
hcb,f+Punch.gif 11/1/31(16) +16/- Grab
Iori02 hcbfP.png
Kuzukaze - hcb f+P
  • a delayed command throw with some startup invincibility
  • can be followed up by any combo, although running up to combo them before they recover requires some practice
DMs

qcf,hcb+Snka.gif

1+5/4+12/42 KD/-25 HL
Iori02 DM1.png
Iori02 DM2.png
Kin 1211 Shiki: Ya Otome - qcf hcb+P
  • Iori dashes across the screen. If he connects, he does a combo on the opponent. Otherwise, he will do nothing and is very open to attack
  • hard knockdown
  • can be followed up by qcfx4+AC, which should be done the moment the explosion from the end of his qcf hcb+P begins
qcf,hcb+Snkc.gif 1+5/4+20/44 KD/-27 HL
qcf4x+Snka.gif+Snkc.gif 1+7/-/- -/- Ura 316 Shiki: Saika - qcfx4+AC (after Ya Otome DM version only)
  • the opponent is lifted into the air, where Iori hits them with an attack
  • it is possible for this move to whiff if it was cancelled into a bit too late
  • in the corner, it can hit opponents off the ground and still not whiff even if cancelled late
  • hard knockdown
SDM
qcf,hcb+Snka.gif+Snkc.gif 1+11/3+21/44 KD/-27 HL
Iori02 DM1.png
Iori02 DM2.png
Kin 1211 Shiki: Ya Otome - qcf hcb+AC
  • Iori dashes forward full screen length. If he connects, he will do a series of attacks doing 50% damage to the opponent. Otherwise, he does nothing and is very open to attack
  • hard knockdown
HSDM
qcb,hcf,

b,f+Snka.gif+Snkc.gif

1+18/1/38 -/- Grab
Iori02 HSDM.png
Ura 1219 Shiki: En'ou - qcb hcf b f+AC
  • Iori jumps very quickly across the screen, grabbing the opponent
  • unblockable
  • Iori is invincible during the leap, and when he is recovering

Notes

  • cancellable normals are close A, crouch A, close B, close C, far C, crouch C
  • whiff cancellable normals are close A, crouch A, close B, far C, crouch C
  • CD is cancellable into command moves, specials and DMs
  • close B is a low attack

Combos

Anywhere

0 stocks

1. cr.B, cr.A, qcb+Ax3 - 20-25%
2. cl.B, cl.C, hcb+K - 33%
3. j.b+B, cl.B, f+A, A, qcb+Cx3 - 33%

1-2 stocks

1. hcb f+P, C, qcf hcb+P, qcfx4+AC - 50%
2. j.b+B, cl.B, f+A, A, qcf hcb+P, qcfx4+AC - 65%

3-4 stocks

1. cl.C, dp+C(2), (S)qcf hcb+P, qcfx4+AC - 70%

Corner

1. (Iori in corner) cr.A, hcb f+P, cr.A, hcb f+P, any combo

Maxmode

1. cl.D, BC, run cl.C, (C)hcb+K(1), (C)dp+C(2), (C)hcb+K(1), (C)dp+C(2), (C)hcb+K(1), (C)dp+C(2), (S)qcf hcb+P, qcfx4+AC - 87%
2. cl.D, BC, run cl.C, qcb+C, (C)hcb+K(1), (C)dp+C(2), (C)hcb+K(1), (C)dp+C(2), (S)qcf hcb+AC - 90%
3. (Opponent about one screen away from corner) cl.D, BC, run cl.C, hcb+K(1), (C)dp+C(2), (C)qcb+Cx2, (C)hcb+K(1), (C)qcb+A, delayed qcb+A, qcf hcb+P, qcfx4+AC - 85%
4. (Iori in corner) Jump over b+B, cr.A, hcb f+P, cl.D, BC, run cr.A, hcb f+P, run cl.C, f+A, qcb hcf b f+AC - 75%
5. Jump over b+B, cl.B, f+A, BC, run cl.C, qcb+C, (C)dp+C, (C)hcb+K, (C)dp+C, (C)hcb+K, (C)dp+C, (S)qcf hcb+P, qcfx4+AC

Counterhit

1. CD counter(counterhit), BC, qcf hcb+AC - 55%
2. j.CD, hcb+K/(qcf hcb+P, qcfx4+AC) - 32%/50%

Strategies

  • Iori has a solid pressure game. His options include crouch B, close B, f+A (two lows) and hcb f+P scum gale. He can also attempt to tick scum gale from a close B. The mindgames can be further increased by instead doing a close C after close B (which does actually combo), in the case that he thought you would scum gale after the close B. Iori also has his jump b+B crossup, although it is best done as a surprise attack by hyper hopping over the opponent. Most people however, use it in a very obvious manner, by running full speed before jumping over the opponent, which is useless against an experienced player. This crossup can be blocked low. Some characters can simply sweep Iori when he attempts this crossup. Hyper hopping over the opponent into the crossup makes it a far more dangerous tool
  • using b+B during the beginning of a backdash will make him dashback nearly a full screen length. Use this to easily get away from rushdown, as well as baiting opponents (mainly on wakeup). This can be used to run up then backdash away for mindgames
  • sometimes attempt to do the jump b+B crossover (the trick to doing this is when jumping over your opponent hold the forward and hit the B reasonably late)
  • use jump C or jump A air to ground battles, early jump D or jump CD for air to air battles. If opponent is close, hopping up or back with D stops most jump attempts
  • if qcb+A is blocked, do it once more or stop, not a third time. You can use random delays between them, for mindgames. However, there are many pokes that can still punish this move even if it is not fully completed, such as Joe's far D
  • hcb f+P has some startup of invincibility and can grab people out of their jumpins, similar to Clark's dp+K frankensteiner
  • run up to opponent and do close C, as it will stop all jump attempts. Even better, if the opponent happens to jump behind you when the close C comes out, Iori automatically faces the correct side and will anti-air them
  • hcb+K on the first hit guardcrushes fairly well. If the opponent's guardcrush bar begins to flash, a close C/far C, hcb+K will guardcrush on the first hit of hcb+K