Iori Yagami 八神 庵
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| Tiers & Ranking
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| Tier:
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C to B-
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| Ratio Cost:
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3 Points
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| Properties
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| Damage Modifier:
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1.0
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| Stun Modifier:
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1.0
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| Crouch height (Tier):
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F
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Colors
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| A
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B
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C
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D
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R1 +
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R1 +
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R1 +
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R1 +
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| E+A
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E+B
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E+C
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E+D
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|
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L1 +
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L1 +
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L1 +
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L1 +
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| Start+A
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Start+B
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Start+C
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Start+D
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Frame Data
Short List
| Move |
S |
A |
Hit |
Grd |
Dmg |
Stn |
G-Dmg |
Gauge |
Note
|
| Throw |
1 |
1 |
+26 * |
/ |
16 |
0 |
0 |
0 |
*=with ukemi.
|
| 5A(c) |
6 |
4 |
+4 |
+3 |
4 |
6 |
5 |
6 |
|
| 5A(f) |
8 |
3 |
+8 |
+7 |
4 |
6 |
5 |
6 |
|
| 5B(c) |
7 |
3 |
+5 |
+4 |
7 |
9 |
7 |
8 |
Low Hit
|
| 5B(f) |
8 |
4 |
+3 |
+2 |
8 |
9 |
7 |
8 |
|
| 5C(c) |
4 |
2+5 |
+1 |
+0 |
12 |
14 |
11 |
12 |
|
| 5C(f) |
9 |
3 |
-1 |
-2 |
13 |
15 |
12 |
14 |
Special Cancel
|
| 5D(c) |
7 |
6 |
+6 |
+5 |
12 |
14 |
11 |
12 |
|
| 5D(f) |
12 |
4+4 |
-6 |
-7 |
14 |
15 |
12 |
14 |
|
| 5E |
13 |
5 |
KD |
-8 |
14 |
12 |
14 |
16 |
|
| GC |
6 |
5 |
KD |
-14 |
5 |
0 |
0 |
0 |
F1-10 invul.
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| 6A |
7 |
2 |
+5 |
+4 |
6 |
4 |
4 |
4 |
Super Cancel into 2363214C, 236236C & LDM (not into the A-Versions!).
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| >6A |
11 |
6 |
+3 |
+2 |
8 |
5 |
5 |
4 |
SC
|
| 6B |
20 |
2+2 |
+0 |
-1 |
13 |
12 |
10 |
8 |
Overhead
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| Saving Shift |
0 |
n* |
/ |
/ |
0 |
0 |
/ |
0 |
Active until landing. 9F/10F recovery (hit/whiff).
|
| Backdash |
/ |
25 |
/ |
/ |
/ |
/ |
/ |
/ |
F5-21 invul on feet. F22-25 recovery. 176px distance.
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| 2A |
5 |
4 |
+3 |
+2 |
4 |
6 |
5 |
6 |
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| 2B |
7 |
3+2 |
+4 |
+3 |
4 |
6 |
5 |
6 |
Links into 5C(c) as a crossup meaty, eg. when used as anti-air
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| 2C |
10 |
2+5 |
-1 |
-2 |
12 |
14 |
11 |
12 |
|
| 2D |
7 |
6 |
KD |
-16 |
13 |
14 |
11 |
12 |
|
| small A |
5 |
9 |
/ |
/ |
6 |
8 |
6 |
8 |
|
| j.A |
5 |
9 |
/ |
/ |
7 |
9 |
7 |
8 |
All j.A same hitbox
|
| small B |
6 |
7 |
/ |
/ |
6 |
8 |
6 |
8 |
|
| j.B |
6 |
7 |
/ |
/ |
7 |
9 |
7 |
8 |
All j.B same hitbox
|
| small C |
10 |
3 |
/ |
/ |
11 |
13 |
10 |
12 |
Different Hitbox than j.C
|
| j.C |
10 |
3 |
|
|
12 |
14 |
11 |
12 |
Different Hitbox than small C
|
| j.back C |
10 |
3 |
|
|
13 |
15 |
12 |
14 |
Same hitbox as j.C
|
| small D |
7 |
3+2 |
/ |
/ |
11 |
13 |
10 |
12 |
Different hitboxes than j.D
|
| j.D |
7 |
3+2 |
/ |
/ |
12 |
14 |
11 |
12 |
Different hitboxes than small D
|
| j.back D |
7 |
3+2 |
/ |
/ |
13 |
14 |
11 |
12 |
Same hitbox as j.D
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| j.E |
14 |
4 |
/ |
/ |
12 |
10 |
12 |
14 |
|
| j.4B |
5 |
3 |
/ |
/ |
10 |
6 |
6 |
10 |
Counter hit state F1-14. Earliest possible timing = F3 of jump.
|
| 623A |
7 |
2+1+9 |
KD |
-20 |
14 |
15 |
13 |
8/6 |
No invul at all
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| 623C |
7 |
2+2+14 |
KD |
-36 |
3*6 |
3*5 |
3*5 |
10/3*2 |
F1-8 upper body invul
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| 236A |
11 |
n |
-7* |
-8* |
12 |
10 |
12 |
0/12 |
49F total duration. =Point blank.
|
| 236C |
10 |
n |
-11* |
-12* |
12 |
10 |
12 |
0/12 |
52F total duration. =Point blank.
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| 214A |
8 |
3 |
-7 |
-8 |
5 |
6 |
10 |
4/6 |
QS
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| >214A |
7 |
3 |
KD |
-10 |
4 |
6 |
12 |
2/6 |
Launches. QS.
|
| >>214A |
14 |
3 |
KD |
-12 |
7 |
6 |
6 |
2/6 |
Overhead. Hard Knockdown.
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| 214C |
10 |
3 |
-9 |
-10 |
5 |
6 |
10 |
4/6 |
|
| >214C |
10 |
3 |
KD |
-11 |
4 |
6 |
12 |
2/6 |
Launches.
|
| >>214C |
17 |
7 |
KD |
-18 |
7 |
6 |
6 |
2/6 |
Overhead. Hard Knockdown.
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| 632146P |
8 |
4 |
+10 |
/ |
0 |
0 |
0 |
4/0 |
Command Throw.
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| 63214K |
1+13 |
? |
KD |
-15 |
20 |
8 |
10 |
8/14 |
F7-29 invul on legs. 13F startup once close, minium = 14F.
|
| 2363214A |
11 |
16 |
KD |
-23 |
34 |
0 |
0 |
0 |
F1-7 invul. F8-10 upper body invul. F11-26 active & upper body invul (until end of active time).
|
| 2363214C |
11 |
16 |
KD |
-23 |
34 |
0 |
0 |
0 |
F1-7 invul. F8-10 legs invul. F11-26 active & feet invul (until end of active time).
|
| 236236P |
12 |
13 |
KD |
-28 |
30 |
0 |
0 |
0 |
F1-5 invul. Small hurtbox starting 4F before active time, until recovery.
|
| 2363214E |
21 |
3 |
KD |
-23 |
59 |
0 |
0 |
0 |
Overhead (only on non-dreamcancel). No invulnerability during startup. Freeze on F21. Invul during active time (3F). Hits during freeze, on F48 (can only be blocked before freeze).
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Standing Attacks
| Move |
Hitbox |
Startup |
Active |
Hit |
Guard |
Note
|
| 5A(c) |
 |
6 |
4 |
+4 |
+3 |
|
| 5A(f) |
 |
8 |
3 |
+8 |
+7 |
Massive frame advantage. Links into 2D.
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| 5B(c) |
 |
7 |
3 |
+5 |
+4 |
|
| 5B(f) |
 |
8 |
4 |
+3 |
+2 |
|
| 5C(c) |
  |
4 |
2+5 |
+1 |
+0 |
|
| 5C(f) |
 |
9 |
3 |
-1 |
-2 |
Special Cancel. Does not cancel into 6A or 6B.
|
| 5D(c) |
 |
7 |
6 |
+6 |
+5 |
Good Frame Advantage, links into 2A.
|
| 5D(f) |
  |
12 |
4+4 |
-6 |
-7 |
Leg gets bigger hurtbox on second active time.
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| 5E |
 |
13 |
5 |
KD |
-8 |
|
| GC |
 |
6 |
5 |
KD |
-14 |
|
| 6A |
 |
7 |
2 |
+5 |
+4 |
Cancel Version is the same. Cancels into 2363214C, 236236C & LDM (not into the A-Versions!).
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| 6A-A |
 |
11 |
6 |
+3 |
+2 |
|
| 6B |
   |
20/24* |
2+2 |
+0 |
-1 |
*=if first hit misses (but second never hits). Cancel-Version is the same.
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| Saving Shift |
 |
? |
n* |
/ |
/ |
Active until landing. 9F/10F recovery (hit/whiff).
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Crouching Attacks
| Move |
Hitbox |
Startup |
Active |
Hit |
Guard |
Note
|
| 2A |
 |
5 |
4 |
+3 |
+2 |
Hartheon lists 2A as 7F, but 5F is correct.
|
| 2B |
  |
7 |
3+2 |
+4 |
+3 |
|
| 2C |
  |
10 |
2+5 |
-1 |
-2 |
|
| 2D |
 |
7 |
6 |
KD |
-16 |
Invul on feet F7~21
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Jump Attacks
| Move |
Hitbox |
Startup |
Active |
Note
|
| j.A |
 |
5 |
9 |
All regular & small jump A the same.
|
| j.B |
 |
6 |
7 |
All regular & small jump B the same.
|
| smalljump C |
 |
10 |
3 |
Different hitboxes than j.C.
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| j.C |
 |
10 |
3 |
Different hitboxes than smalljump C.
|
| smalljump D |
  |
7 |
3+2 |
Different hitboxes than j.D.
|
| j.D |
  |
7 |
3+2 |
Different hitboxes than smalljump D.
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| j.E |
 |
14 |
4 |
All regular & small jump E the same.
|
| j.4B |
 |
5 |
3 |
Crossup. Counter hit state F1-14. Earliest possible timing = F3 of jump.
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Specials & Supers
| Move |
Hitbox |
Startup |
Active |
Hit |
Guard |
Note
|
| 623A |
    |
7 |
2+1+9 |
KD |
-20 |
No invulnerability
|
| 623C |
    |
7 |
2+2+14 |
KD |
-36 |
F1-8 upper body invul
|
| 236A |
 |
11 |
? |
-7* |
-8* |
49F total duration. *=Point blank.
|
| 236C |
 |
10 |
? |
-11* |
-12* |
52F total duration. *=Point blank.
|
| 214A |
  |
8 |
3 |
-7 |
-8 |
Rekka Starter. Same hitbox as 214C.
|
| 214A>214A |
 |
7 |
3 |
KD |
-10 |
Launcher. Useful for Quickshift-Combos. Same hitbox as 214C>214C.
|
| 214A>214A>214A |
 |
14 |
3 |
KD |
-12 |
Overhead. Hard Knockdown. Airborne from F3. Same hitbox as 214C>214C>214C.
|
| 214C |
  |
10 |
3 |
-9 |
-10 |
Rekka Starter. Travels further than 214A. Same hitbox as 214A.
|
| 214C>214C |
 |
10 |
3 |
KD |
-11 |
Launcher. Cancel happens after 214C active time (unlike 214A-214A). Useful for Quickshift-Combos. Same hitbox as 214A>214A.
|
| 214C>214C>214C |
 |
17 |
7 |
KD |
-18 |
Overhead. Hard Knockdown. Airborne from F3. Same hitbox as 214A>214A>214A.
|
| 632146P |
 |
8 |
4 |
+10 |
N/A |
Command Throw. Combos from 5B(c).
|
| 63214K |
   |
1+13* |
? |
KD |
-15 |
F7-29 invul on the legs. CH-state F1-29. *=13F startup once close, minimum = 14F.
|
| 2363214A |
   |
11 |
16 |
KD |
-23 |
F1-7 invul. F8-10 upper body invul. F11-26 active & upper body invul (until end of active time). Does not combo from light attacks since the hitbox is too small on F1.
|
| 2363214C |
   |
11 |
16 |
KD |
-23 |
F1-7 invul. F8-10 legs invul. F11-26 active & feet invul (until end of active time).
|
| 236236P |
  |
12 |
13 |
KD |
-28 |
F1-5 invul. Small hurtbox starting 4F before active time, until recovery.
|
| 2363214E |
  |
21 |
3 |
KD |
-23 |
Overhead. No invulnerability during startup. Freeze on F21. Invul during active time (3F). Hits during freeze, on F48 (can only be blocked before freeze).
|
Special Attributes & Bugs
- During face-down-knockdown, Iori is thinner than other characters. This enables corner crossups against him if he wakes up from a face-down-knockdown in the corner. example video using K'
- Iori's 6A cancels into C-Version Supers & LDM, but not into A-Version supers. This is likely a bug due to the presence of 6AA.
Combos
Basic Combos
- [2B>2A] or [5D link 2A] or [5B link 5C(c)],214Px3
- 632146P > 5C(f) > 214Cx3 or 2363214A: The super punishes saving shift attempts. Source: Miekazu.
Misc Combos
- j.D from max range, land, 214A: useful combo if you barely reach the opponent with your j.D. The distance is also quite high after the 214A, which means you will probably be safe on block.
- Combo in 2363214P, shift on 7th hit: this particular hit of 2363214P has a lot of hit stun and even allows your 2nd character to land before attacking to continue the combo. example combo back to corner 2363214P, QS Kula, land, 5C(2)214B-6B,214D, mini-delay214B, 214B-6B, 623C
Matchups
vs Oswald
Slightly in favor of Iori.
- Iori's 2D beats all of Oswald's jump-ins except crossup j.C, which makes approaching for Oswald very difficult.
vs Kula
- Use 5E (counter hit) > 214P > 214P link 623C to punish C-Crow Bites (her SRK)
- You can use 2A after blocking B-Ray Spin, it will hit her if she tries to jump out
vs Ryo
- Poking aggressively with 214A on block (1-3x) can be worth it since Ryo can only punish them with 5B(f).
Videos
Long file feat. KKong, probably the best overall Iori, here's a particularly nice match showing rekka pressure: link
Playlist with Okinawa Kaz @ playland Carnival
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