i’ve been having fun with the new iori, i like it
just a couple of combos i use with iori
c.b s.a f.a qcb+c dp+a
hcf+c~ff cd qcb+b qcb+a dp+a
meaty j.c s.c f.a hcf+c combo of choice
ch aa c.f~cd dp+a
just a couple of combos i use thought i could start something off here not with the combos that end with qcb+a/c you could c.a into short jump j.c and it beats out most every thing crouching well most evry thing except dp moves still testing it out though
I’ll paste in my post I had in the orochinagi forums I did a month ago in June.
So Kane317 and I were playing and found the timing for the stuff he just mentioned above. For the juggles after his hcf+C, you have to dash and immediately hit CD once you start dashing, then cancel to qcb+B. Note that you can do a late cancel or early cancel after the CD, you need to do it as early as possible. Once that qcb+B misses, you do qcb+A immediately then finish off. Alternatively to the qcb+A in that, you can do s. C and if you have them high enough, cancel to qcb+D and you will end up right behind them as they land. Good for mix ups.
Also his combo j. C / D -> s. C -> hcf+C tends this miss a lot of you don’t hit them deep enough or you jump attack hits in front of the character (rather than from above. You can increase your chances of getting that hcf+C off by:
- Jump attack hitting from above the character
- Use j. A/B
- Jump attack deeper (obviously)
- After the jump attack use s. A, f+A instead of s. C (helps to hit confirm)
One thing to note is that it is nearly impossible to combo hcf+C from a normal attack if you hit the back of your opponent =(
I’d also like to take note of his qcb+K, this move is one of his best to get on the offensive from mid/long distance. Besides the obvious that its fast and goes far there’s a lot of benefits. One thing is If you’re too far, you can use it to travel. Most importantly is the ability to get counter hits with it and its large hit box.
One of the ways I like to try to get counter hits with this is to do this on a block string:
C -> CD -> late qcb+B
The delayed qcb+B cancel will sometimes make your opponent think they can go on the offensive. If they know this is coming though they can punish you with a lot of things like dp/super/b+CD
If you can pull off a counter hit against ground with qcb+K, you can do the following:
- j. C -> C -> CD -> super or corner juggles (hard to connect because of timing of j.C -> C)
- dash C -> CD -> super or corner juggles
- j. A -> s. A -> f+A -> hcf+C -> whatevers
If you counter hit against air:
- super (depends on height of opponent)
- corner juggles (if opponent in corner)
- dp+P
- dash C -> qcb+B (miss but to move closer for pressure)
- dash C -> charge CD (for possible guard crush)
You always see people do either arcadia combos CC combos or just random normal attacks in CC, but here’s an alternative one I found from nicovideo a couple days ago, which I got to pull off most of yesterday:
(corner) CC -> qcb+A -> dp+A, qcb+B -> qcb+A -> CD -> qcb+C -> CD -> qcb+C or dp+C -> super
If its in the middle of the screen, doing the arcadia one probably better, although the middle part where you do j. A -> j. C can miss some crouching characters or Chin, so you can just skip that step if that’s the case and just auto-dash s. C
**Edit: ** I realized there was a lot of information that I posted elsewhere but wasn’t here. Off the top of my head, I only remember his corner combo, which is this:
j. C -> C -> CD -> qcb+C -> qcb+A or super or (C -> charged CD for guard crush when they recover)
Also in the UK videos a month ago Tim119 showed his (from the) corner combo:
j. C -> C -> (can add f+A) -> hcf+C (throws opponent into corner) -> dash CD -> qcb+C -> CD -> qcb+C -> super
Can anyone post up any good Iori videos?
I know DandyDLC had some good ones. But too lazy to rewatch each videos
qcb+A and dp+A are unsafe. his other specials are safe (unless there’s some super insane fast move I don’t know about)
unless they are very experienced/paying a lot of attention they probably won’t be able to tell the difference between qcb+A and qcb+C though
trouble with combo
[media=youtube]0jGbJUDraf0[/media]
in this video specifically at the :10 sec mark he does his hcf Hp, into dp LP(or is it HP?) into a jumping HP/HK. I can’t seem to link this anyone have any guidance?
@ Jeffe
I was trying that same combo last night it’s his C dp and you have to super jump after to hit with C+D it does decent damage of 169
Can you guys post on the Iori thread next time when it’s Iori…
Seriously, when I was reading the post, I didn’t know who you guys were talking about…
Yeah, ADHD pretty much got it.
im trying to get command throw,dash cd,dp+d to work any suggestions?
close C+scum gale, dash(very small dash) CD~QCB+B - QCB+A - DM only works on lighters chars i think havent tested much
Lol I did that on my 1st try…
You can even connect his super after the CD. But I think the enemy has to hit the corner wall though, from the CD.
the Iori in this vid is what im trying to do. the dp+c wiffs everytime. has any one tryed this cc?
[media=youtube]RSywrQpJXo0[/media] @:44
Aaaaahhh The good old Iori, yes i like it
^ Insane Iori player. Watch out…
Lol :tup:
It took me quite a bit to get this down, and I hope this helps. If the dp+C is missing then most likely you’re not running far enough and you’re doing it too early. You’ll know if you’re running too far and doing it too late if you can’t super afterwards.
after the command throw,dash cd, i never get the dp+c. thats where im stuck.
and yall sure qcb+b isnt safe, i have yet to be punished?
The dp+C range isn’t that far, so you need to make sure you dashing in far enough. You don’t necessarily have to hit them with the CD that high, it should connect when you hit them horizontally from your body.
As for the qcb+K, its safe on block, but they can hit you he’s dashing, so its best to use it near max range. This is kinda similar to andy’s db, f+P, safe on block, but can be hit while its coming in.
Edit: It might help if you can see the timing, here’s a vid of me at 0:19 doing it a few weeks ago - [media=youtube]tQHCcEGfXLA&feature=channel_page[/media]
Nice Iori!
When I was practicing the aforementioned combo (“scum gale”, dash, CD, dp.C, DM) I found that, most of the time, I was doing the CD way too early. My mind was telling me that I needed to hit the opponent just as the touched the top of my sprite, thereby bouncing them higher in the air.
However, any early hit will send them horizontal. I find that doing the CD just as the opponent’s sprite crosses Iori’s shoulder will make the CD connect deep enough to bounce them up to optimal dp.c height. It may not be much (because it is a very fast visual cue) but it may help some.
NICE HeBe! that helped alot… I’m getting the hang of it now. out of 5 tries , I’m getting it 3 out 5. supered after it once. better than ZERO.
My delema now was puting that combo into the cc. ive done the whole combo. but somewhere I’m missing an hit? hers what i do.
cc,qcb+b[3x],j.a,c,scum gale, dash, CD, dp.C, DM! but it seem I’m missing an hit. any idea what I’m missing?
also that combo ur doing, is that c.b,c.b,f.a,qcb.a? and j,a,c,f.a,scum gale~whatever?
thanks alot for ur help.
damn, that’s a sick Iori HeBe. Too bad throwing in that f+LP into the Arcadia CC didn’t pay off, would’ve been sweet.