Third option requires timming too, but is easier. 1st or 2nd combos (if throws opponent in the corner).Point blank & you in the conner: cr.A / cl.A > hcb f + P, cr.A / cl.A > hcb f + P,.The cl.B will not combo because it has more pushback. Point blank: cr.A / cl.A > hcb f + P,.If very close may do two hits, and in this case will do a little more damage than dp + A.) dp + C (Normally will do only one hit.On MAX f + A will miss out of corner, so the following combo is safer. Out of MAX: cr.A / cl.A / cl.B > f + A > A >.On MAX f + A will miss out of corner if not at point blank, so the following combo is safer. qcb + C x 3 (On MAX and out of corner, third hit will miss.).air b + B (As a crossup, only if you completely jump over opponent.).5F: cl.D cr.A cr.B cr.D dp + P DM qcf hcb + P.Neither is all that, but the D one doesn't have an immediate blue grab 'effect', so it's a little better. b or f + D - Breakable, reverse knockdown, back turned, rollable.b or f + C - Breakable, forward knockdown, face forward, rollable.You must delay the fireball exactly one frame after you've recovered from the super to make the fireball unblockable. So for example, at 47 frames is Terry and Saisyu. All characters with a larger number can be hit, but you must manually delay the fireball the appropriate number of frames (and it is a single-frame window of timing). Any character with a smaller number cannot be hit with it. This creates the perfect timing for the fireball unblockable for you. Kensou and Brian are the ones listed at 46, which is the number of frames it takes for them to get up. You will have to Google translate the names yourself (or maybe someone can post the translation here), but here is the gist of it: Scroll down to where you see a list of numbers. Now this bug can actually be performed on many characters, as documented here: Iori Notes. On Brian you can actually combo a second C Maiden Masher if you just wait until the fireball hits (Kensou requires some very specific distancing from the corner). You must not perform any move before the fireball hits, or they will be able to block. Two characters, Kensou and Brian, fall victim to this bug in such a way that simply buffering an A strength fireball immediately as the super is ending will be unblockable as it reaches them. There is a certain point in his fireball's hitbox where it cannot be blocked if it covers the opponent's sprite in a specific place as they are getting up. Although the bug has to do with his fireball, the most practical setup is from this super, so I'll put this here. It is important to cover a certain bug here. MAX version is completely invincible, but comes out slower and does more damage. Has (great) upper-body invincibility, and thus can be used as a reversal, or even better as an anti-air. Meaty, cross up, ambiguous roll, high/low, etc.Ĭ version travels further. On top of all that, they slam the opponent and allow for you to set up whatever wakeup games you want. You can even use it to combo raw from a very far hyperhop D over a fireball. Or a pressure move after a blocked fireball. Generally the only hit of these that you should even do without confirming is the 1st hit of the A version (and in rare cases the first hit of the C version), anything beyond that and you're asking for trouble from a good player. The C version can go under some moves, like Athena/Kensou-height fireballs, and even some CD counters. All 3 hits of both versions are punishable to some extent, but you can always continue/stop the series to make your opponent guess. It can even punish itself (on any of the three hits). If something is punishable at all, this move can punish it. A version is the fastest, most versatile punisher in the game. Of course, this is Iori's main combo tool. You can get by playing Iori with low execution stills, but he get a whole lot better when you can combo into super consistently, at least for punishing or from his command grab. He's probably the best choice for a battery/anchor in the game (good thing he can only be one of those at a time). He can be a battery, he can be a user, and he can be an anchor. He can mix up, cross up, turtle up, pressure, bait, move, space, zone, run away, and bake a cake. He has awesome damage, can stun you in 2 combos, a great attack/throw game, a great high/low game, arguably the best (through certainly the easiest to use) crossup in the game, the best punisher in the game, the best invincible DP in the game, one of the best invincible supers in the game, the best fireball in the game, the best CD counter bait in the game, and the best backdash in the game. There's no need to tell you what he can do, because he can do everything, but I'll do it anyway.
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