Iori's BnBs

Ya that’s a nice read I posted about it before, but I could never get that cancel to work. Anyone know if that manuever is arcade only or xbox also?

i did the cancel on xbox, so it can definitely be done.

will hcb+k catch an opponent in air, or do they have to land?

I hate the fact that iori stops running right under a jumping opponent :frowning:

I’m not too sure on this, but I’m pretty sure you cannot grab them out of the air.

Great post so far guys. The scum gale is a great move because Iori has such a great set-up for it. Do an early cross-up, then land and scum gale. This is easily done because Iori’s cross-up is a short. I just recently picked him back up in S-groove ( dodge attack, rekkas:D ) and he is too good. Not to get off topic, but damn, his far away game is waaaaay better than Kyo’s. Of course Kyo’s up close game is too good.

Edit: Let’s not get on the Kyo/Iori subject, is been discussed many time before.

I’m not too sure on this, but I’m pretty sure you cannot grab them out of the air. **
[/quote]

actually this can be an anti air move if you time it right. i usually throw fireballs then if they jump i do the grab and it catches them out of the air. i’m not really sure how to explain the timing but i do it all the time. no i don’t RC and no i don’t play on x-box so yes it does work.

whats iori’s most dmging combo in c groove? wondering if this would work

lp,lp,lk xxmaidenmasher xx (after some hits)pillar super, jump with hk, land , mp, forward mp, into hp rekken kens

or is it better to just cancel maidenmasher to another maidenmasher?

crossup mk or jumping hk, mp,forward mp, level 2 maiden masher, then do pillar super crossover mk down lp standing hp, rekka kens.

wouldnt jumping with hk do more dmg?

probably. for me it’s easier to just combo off of the mk. also you can roll then jump over crossover lk…for show i guess.

i just notice that u guys said fierce and another fierce and then qcb+fp times 3

so can anyone explain to me how to connect 2 fierces with iori plz!!!

I know has nothing to do with the last few posts above mine, but I’ve 100% concluded that Iori’s most useful BnB combos are…

walk up s.LP x one million, s.LP, s.LP, d.LK xx qcb+HP, stop, (only when you visably see the first qcb+HP hit do you qcb+HP, qcb+HP really fast)

and

d.LK xx qcb+HP, stop, (" " as above)

Against shoto’s, I look for a poorly distance fireball, roll through, s.LP, d.LK combo.

Everytime you poke with a d.LK, there’s no reason not to cancel a one hit rekka ken everytime. I do stuff like jump up falling HK (otherwise known as the Blanka flash kick), max range d.LK xx rekka combo.

Hit comfirmation and that damaging rekka special are this character greatest strengths.

jump forward LP is fantastic too.

Anytime during all these light attacks (and if you’re at the right distance) you can stop and tick in a command grab. Iori isn’t bad, forcing you to guess and all that…

Old thread. But I’ve always wanted to pick up Iori so i’ve been browsing. Two notes:

  1. One of the BnB’s mentioned is st. mp > f+mp > Rekkas. If they block the first st. mp, does the f+mp flow well or is the blocked frame advantage just not enough? Can’t do it on the computer accurately cuz Sagat just blows me away with instant Tiger Uppercuts in between.

  2. You can cancel a Lvl 2 Maiden Masher into a hcb+k with C-Groove. You just have to be in the corner. Time it exactly as you would cancel a Lvl 1 Maiden Masher. Since the guy doesn’t get pushed as far back because of the corner, you have ample time to grab him and slam him back down for another face blast. Looks quite nice, may cause your opponent to be flustered and leaves you with much less recovery time than cancelling into a fp dp.

Tried it, and you’re right, it looks really cool. Face plant resets the stun meter, though, so I’d rather go for the dp if I need the stun.