Iori Yagami(KOFXI)

Aus Hardedge Wiki
Zur Navigation springen Zur Suche springen
Iori Yagami
八神 庵
KOFXI iori full.png
Tiers & Ranking
Tier: C to B-
Ratio Cost: 3 Points
Properties
Damage Modifier: 1.0
Stun Modifier: 1.0
Crouch height (Tier): F

Colors

KOFXI iori S.png KOFXI iori X.png KOFXI iori T.png KOFXI iori C.png
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
KOFXI iori R1S.png KOFXI iori R1X.png KOFXI iori R1T.png KOFXI iori R1C.png
R1 + BUTTON SQUARE A.png R1 + BUTTON CROSS A.png R1 + BUTTON TRIANGLE A.png R1 + BUTTON CIRCLE A.png
E+A E+B E+C E+D
KOFXI iori L1S.png KOFXI iori L1X.png KOFXI iori L1T.png KOFXI iori L1C.png
L1 + BUTTON SQUARE A.png L1 + BUTTON CROSS A.png L1 + BUTTON TRIANGLE A.png L1 + BUTTON CIRCLE A.png
Start+A Start+B Start+C Start+D

Frame Data

Short List
Move S A Hit Grd Dmg Stn G-Dmg Gauge Note
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
6A 7 2 +5 +4 6 4 4 4 Super Cancel into 2363214C, 236236C & LDM (not into the A-Versions!).
>6A 11 6 +3 +2 8 5 5 4 SC
6B 20 2+2 +0 -1 13 12 10 8 Overhead
Saving Shift ? n* / / 0 0 / 0 Active until landing. 9F/10F recovery (hit/whiff).
2A 5 4 +3 +2 4 6 5 6
2B 7 3+2 +4 +3 4 6 5 6 Links into 5C(c) as a crossup meaty, eg. when used as anti-air
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
j.E 14 4 / / 12 10 12 14
j.4B 5 3 / / 10 6 6 10
623A 7 2+1+9 KD -20 14 15 13 8/6 No invul at all
623C 7 2+2+14 KD -36 3*6 3*5 3*5 10/3*2 F1-8 upper body invul
236A 11 n -7* -8* 12 10 12 0/12 =Point blank.
236C 10 n -11* -12* 12 10 12 0/12 =Point blank.
214A 8 3 -7 -8 5 6 10 4/6 QS
>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.
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.
632146P 8 4 +10 / 0 0 0 4/0 Command Throw.
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).
Standing Attacks
Move Hitbox Startup Active Hit Guard Note
5A(c) Kofxi iori 5A(c).png 6 4 +4 +3
5A(f) Kofxi iori 5A(f).png 8 3 +8 +7 Massive frame advantage. Links into 2D.
5B(c) Kofxi iori 5B(c).png 7 3 +5 +4
5B(f) Kofxi iori 5B(f).png 8 4 +3 +2
5C(c) Kofxi iori 5C(c) 1.pngKofxi iori 5C(c) 2.png 4 2+5 +1 +0
5C(f) Kofxi iori 5C(f).png 9 3 -1 -2 Special Cancel. Does not cancel into 6A or 6B.
5D(c) Kofxi iori 5D(c).png 7 6 +6 +5 Good Frame Advantage, links into 2A.
5D(f) Kofxi iori 5D(f) 1.pngKofxi iori 5D(f) 2.png 12 4+4 -6 -7 Leg gets bigger hurtbox on second active time.
5E Kofxi iori 5E 1.png 13 5 KD -8
GC Kofxi iori GC.png 6 5 KD -14
6A Kofxi iori 6A.png 7 2 +5 +4 Cancel Version is the same. Cancels into 2363214C, 236236C & LDM (not into the A-Versions!).
6A-A Kofxi iori 6AA.png 11 6 +3 +2
6B Kofxi iori 6B 1.pngKofxi iori 6B 2.pngKofxi iori 6B gif.gif 20/24* 2+2 +0 -1 *=if first hit misses (but second never hits). Cancel-Version is the same.
Saving Shift Kofxi iori saving.png ? n* / / Active until landing. 9F/10F recovery (hit/whiff).
Crouching Attacks
Move Hitbox Startup Active Hit Guard Note
2A Kofxi iori 2A.png 5 4 +3 +2 Hartheon lists 2A as 7F, but 5F is correct.
2B Kofxi iori 2B 1.pngKofxi iori 2B 2.png 7 3+2 +4 +3
2C Kofxi iori 2C 1.pngKofxi iori 2C 2.png 10 2+5 -1 -2
2D Kofxi iori 2D.png 7 6 KD -16 Invul on feet F7~21
Jump Attacks
Move Hitbox Startup Active Note
j.A Kofxi iori jump A.png 5 9 All regular & small jump A the same.
j.B Kofxi iori jump B.png 6 7 All regular & small jump B the same.
smalljump C Kofxi iori smalljump C.png 10 3 Different hitboxes than j.C.
j.C Kofxi iori jump C.png 10 3 Different hitboxes than smalljump C.
smalljump D Kofxi iori smalljump D 1.pngKofxi iori smalljump D 2.png 7 3+2 Different hitboxes than j.D.
j.D Kofxi iori jump D 1.pngKofxi iori jump D 2.png 7 3+2 Different hitboxes than smalljump D.
j.E Kofxi iori jump E.png 14 4 All regular & small jump E the same.
j.4B Kofxi iori jump 4B.png 5 3 Crossup
Specials & Supers
Move Hitbox Startup Active Hit Guard Note
623A Kofxi iori 623A 1.pngKofxi iori 623A 2.pngKofxi iori 623A 3.pngKofxi iori 623A gif.gif 7 2+1+9 KD -20 No invulnerability
623C Kofxi iori 623C 2.pngKofxi iori 623C 3.pngKofxi iori 623C 4.pngKofxi iori 623C gif.gif 7 2+2+14 KD -36 F1-8 upper body invul
236A Kofxi iori 236A.png 11 ? -7* -8* *=Point blank.
236C Kofxi iori 236C.png 10 ? -11* -12* *=Point blank.
214A Kofxi iori 214A.pngKofxi iori 214A gif.gif 8 3 -7 -8 Rekka Starter. Same hitbox as 214C.
214A>214A Kofxi iori 214Ax2.png 7 3 KD -10 Launcher. Useful for Quickshift-Combos. Same hitbox as 214C>214C.
214A>214A>214A Kofxi iori 214Ax3.png 14 3 KD -12 Overhead. Hard Knockdown. Airborne from F3. Same hitbox as 214C>214C>214C.
214C Kofxi iori 214C.pngKofxi iori 214C gif.gif 10 3 -9 -10 Rekka Starter. Travels further than 214A. Same hitbox as 214A.
214C>214C Kofxi iori 214Cx2.png 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 Kofxi iori 214Cx3.png 17 7 KD -18 Overhead. Hard Knockdown. Airborne from F3. Same hitbox as 214A>214A>214A.
632146P Kofxi iori 623146P.png 8 4 +10 N/A Command Throw. Combos from 5B(c).
63214K Kofxi iori 63214K 1.pngKofxi iori 63214K 2.pngKofxi iori 63214K gif.gif 1+13* ? KD -15 F7-29 invul on the legs. CH-state F1-29. *=13F startup once close, minimum = 14F.
2363214A Kofxi iori 2363214A 1.pngKofxi iori 2363214A 2.pngKofxi iori 2363214A gif.gif 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 Kofxi iori 2363214C 1.pngKofxi iori 2363214C 2.pngKofxi iori 2363214C gif.gif 11 16 KD -23 F1-7 invul. F8-10 legs invul. F11-26 active & feet invul (until end of active time).
236236P Kofxi iori 236236P.pngKofxi iori 236236P gif.gif 12 13 KD -28 F1-5 invul. Small hurtbox starting 4F before active time, until recovery.
2363214E Kofxi iori 2363214E.pngKofxi iori 2363214E gif.gif 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

Navigation