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The_DarkOne
02-24-2003, 01:40 AM
Hey.. i've been playing Iroi for a bit now, and i've really come to like his aggressive playing style, but i would really appreciated it if someone could list ALL of Iroi's bread and butters. thank you

taiji
02-24-2003, 03:46 AM
d. short x 3, rekken kens
d. short x 3, maiden masher
s. jab, s. fierce, rekken kens

these are the ones I use

Renegade
02-24-2003, 11:20 AM
ACtually, most people I see use short, jab, short into Rekkas because it flows better. I think the jab does a pixel more of damage too. Also looks cooler.

Also, you should know that you can do stand MP->toward+MP into rekkas. That's more damaging than a fierce.

Also, you can link two low MP's together into rekkas. That's painful.


Easiest way to combo maiden masher is using C. MK. That's a super only cancel move, hits low, and it pretty quick. It's pretty brain dead.


You can also crossup B+Short, Stand Fierce, Rekkas.

fun stuff

Gandido
02-24-2003, 11:30 AM
Completely unpractical, but does about the same damage as jab, fierce xx rekkas:
-c.short x 2, c.strong xx fierce rekkas

Remember to always do fierce rekkas. More damage than the others.

beak3r
02-24-2003, 01:30 PM
Originally posted by Gandido
Completely unpractical, but does about the same damage as jab, fierce xx rekkas:
-c.short x 2, c.strong xx fierce rekkas

Remember to always do fierce rekkas. More damage than the others.

Always do fierce rekkas in combos yes, but i'd like to point out that just whipping out fierce rekkas when you know they aren't going to combo is asking for punishment, but i'm sure you Iori players have had that happen more than once hehe. Use jab rekkas and vary the speeds to fool opponents or just to move in.

Also, you guys left out the BnB combo that I see all the time, which is m.punch -> f + m.punch -> any combo finisher, preferrably fierce rekkas or maiden smasher. The two medium punches just look so sweet and come out nicely. After the shoto newbs whif a DP, they feel the pain. :evil:

Renegade
02-24-2003, 01:39 PM
Originally posted by beak3r


Always do fierce rekkas in combos yes, but i'd like to point out that just whipping out fierce rekkas when you know they aren't going to combo is asking for punishment, but i'm sure you Iori players have had that happen more than once hehe. Use jab rekkas and vary the speeds to fool opponents or just to move in.

Also, you guys left out the BnB combo that I see all the time, which is m.punch -> f + m.punch -> any combo finisher, preferrably fierce rekkas or maiden smasher. The two medium punches just look so sweet and come out nicely. After the shoto newbs whif a DP, they feel the pain. :evil:


#1 Read my post.

#2 The first rekka (any strength) is always safe. The second one has about a -12 frame disadvatage when blocked. The third one... heh. While being a top down attack, it can be DP even if the opponent was blocking... and the lag time afterwards is just plain horris.

#3 if you want to "move in" with Rekkas... just ROll cancel them.

GF2
02-24-2003, 01:50 PM
I can't believe nobody's mentioned the Scum Gale yet. You can land just about anyone of those combos that don't push you too far back right after you grab them.

beak3r
02-24-2003, 01:59 PM
Heh, I think any iori player can attest to the insane vulnerability after a blocked 3rd fierce rekka. I still like to finish, rarely, if I know the guy has no clue it's an overhead attack.

Also, how many frames of roll do you have before you can cancel into a rekka. I've heard of this on some other post but I can't remember or find the post. May have been a different forum. And, how effective is that manuever at "tricking" your opponent into thinking you're rolling and dropping their guard? I'm just trying to find some uses for such a cool move.

I agree on the scum gale, but the freakin' xbox control doesn't give me the response I need to pull off anything fancy in those few frames. I suppose i'm going to have to break down and order an arcade stick.

Renegade
02-24-2003, 10:47 PM
oh. if you're playing on Xbox... I don't think you can roll cancel.

beak3r
02-25-2003, 02:04 PM
Guess I should have realized that after trying it for an hour last night lol. Oh well, i'm slow. Thanks.

The_DarkOne
02-25-2003, 05:24 PM
Originally posted by taiji
d. short x 3, rekken kens
d. short x 3, maiden masher
s. jab, s. fierce, rekken kens

these are the ones I use

what do u mean by "rekken kens" is that the deadly flower thing ? the 3 QCB punches ? and "d.short" is that like c.short ? down = croutching ?

and thanks to all u guys who are posting.. these BnB's are AWESOME.. i just cant seem to set up maiden smasher very well w/o the comand grab, or just have them jumping into it..

Gandido
02-25-2003, 11:33 PM
Never use lvl 1 Maiden Mashers. It does ASS damage. I think it's only a pixel's difference from the fierce rekkas.

kcxj
02-26-2003, 10:38 PM
Hey, I use Iori!

stand jabs x 3, rekka kens

More damage than the low kicks. Must have some special priorities or something too, because I've seen this combo used a lot at EVL.

beak3r
02-28-2003, 01:54 PM
What are the advantages of using 3 jabs as an opener to the rekkas as opposed to his command combo strong -> f. strong opener?

Cicada
02-28-2003, 03:35 PM
close fierce, rekka ken


close strong, f+strong, rekka ken

can also be preceded with a crossup b+short

beak3r
02-28-2003, 05:34 PM
kcxj:

get off your high horse and check your attitude at the door. Plus, you didn't answer my question genius. I didn't ask the difference, I asked what the advantages/disadvantages were. Since you don't appear to be very bright, I'll break it down further. What situations would you guys suggest using the 3 jab opener over the double strong opener and vise versa. Everyone but kcxj feel free to respond, only average intelligence and higher please.

Gandido
03-01-2003, 12:33 PM
Jabs are easier to use to hit people than with strong. THat's what he meant. Anyone with above average/high intelligence level would know what he meant, especially with the Ryu example he gave.

beak3r
03-03-2003, 02:32 PM
so the advantages of the jab starter is it's quickness and ease of execution, whereas the strong comes out a little slower. So if an opponent does something with quite a bit of lag time, it would be wiser to throw in the extra damage with the strongs. I think that's what you meant gandido.

I still say kcxj didn't answer my question, all he said was a jab is a jab and a strong is a strong. Thanks captain obvious. I know it was a simple question, but gandido broke it down the way i wanted, thanks.

Dude, maybe you can help me out with ym CC stuff im trying out. made a thread about it if you wanna put in your two cents. thanks.

beak3r
03-03-2003, 02:39 PM
Originally posted by Cicada

can also be preceded with a crossup b+short

Right on man, I'm finding iori's built in command cross up to be an awsome tool. The newbs just don't seem to be able to block it. And some of the higher ranked players i've seen on Live don't even see it coming when I only use it once or twice a match. If I hit them low enough, it flows nicely into some jabs into rekka kens.

DeAdSpAcE
03-10-2003, 12:12 PM
s.mp, f.mp., rekka kens

s.mp, f.mp., maiden masher

close fp, demon scorcher

A scum gale used in the beginning before any of the listed combos help set things in motion.

Orochi_Shoto
03-19-2003, 09:00 PM
Okay then... lemme compile the master list I've gathered from reading this topic. Here's what I have:

IORI B&B:

-standard-
cr.short x 3, qcb + fierce x 3
s.jab x 3, qcb + fierce x 3
s.jab, s.fierce, qcb + fierce x 3
s.short, s.jab, s.short, qcb + fierce x 3
s.strong, twd.strong, qcb + fierce x 3
cr.strong x 2, qcb + fierce x 3
cr.short x 2, cr.strong, qcb + fierce x 3
s.fierce, qcb + fierce x 3
close s.fierce, hcb + roundhouse

-cross-up-
b+short, s.fierce, qcb + fierce x 3

-Supers-
cr.short x 3, qcf-hcb + punch
s.strong, twd.strong, qcf-hcb + punch

TIP: Almost any Iori B&B combo can be started with hcb-twd + punch (Scum Gale).

I'm curious about his cross-up. You say it's b+short. Is b+short just back + short? If so, is this necessary? The whole thing kinda confused me. Someone please elaborate.

Gwai Lo ½
03-20-2003, 07:49 AM
The direction of his short kick can be controlled... its like a command cross up movement. If you jump anywhere on screen and press lk his kick goes forward, if u hold back and press lk he turns his head backward and kicks to the back. If you dont do this he cannot cross the person up. Just dont jump in front of them and do this, or you wont even hit them :)

Orochi_Shoto
03-20-2003, 01:55 PM
Ah, ok, thanks. I'm suprised at myself for not knowing this by now.

beak3r
03-21-2003, 02:31 PM
Ya dude, the command cross up is pretty bad ass. People who don't play iori are kinda surprised when they see that, it's the easiest cross up in the game obviously, and is an excellent combo starter. It's just one of the MANY reasons iori kicks so much ass. I'm sure everyone knows that though ;-)

Orochi_Shoto
03-21-2003, 03:49 PM
Originally posted by beak3r
Ya dude, the command cross up is pretty bad ass. People who don't play iori are kinda surprised when they see that, it's the easiest cross up in the game obviously, and is an excellent combo starter. It's just one of the MANY reasons iori kicks so much ass. I'm sure everyone knows that though ;-)

Most certainly!

BloodMoon_IoRi
03-22-2003, 10:48 AM
I think IoRi is one of the best characters in the game...or pretty much the whole series but i think if K' was in CvS that would be pretty sweet too.

beak3r
03-29-2003, 02:31 PM
My final iori custom I settled on:
Use any setup, dp.+p(anti-air) cancelled into activation works pretty well.

7-9 x d.+roundhouse(untill opponent in corner), d.+fierce x 2 to raise enemy up a little in the corner, wine cup super, tick damage, dp.+fierce

I basically watched a bunch of combo vids for iori and spliced them together into this combo. I know others use it too, but it's so simple i love it. 7-9 ducking roundhouses work well because after that they stop doing good damage and the opponent is usually in the corner by then. The two fierces raise the enemy off the ground enough for the winecups super to connect. The dragon punch is just a nice finisher, could use other things i suppose.

Orochi_Shoto
03-29-2003, 10:10 PM
They will almost always end up in the corner, making that possible, but if they don't, then after the 8th RH, use hcb + RH, qcf-hcb + punch (Maiden Masher). I generally like the MM finishes better and thusly I tend to stick to them... they just look better IMO.

beak3r
03-30-2003, 01:58 PM
I totally agree, maiden smasher is a cool looking super, but I gotta go for the damage :D hcb+kick into the maiden smasher is a nice finish, I saw that on a combo vid too

Also, this is very very off topic, but Orochi_shoto, I have a question about avatars. You's is pretty cool, but whenever I try to put an avatar on here that is smaller than yours, it always says too small. I know I am within the size and pixel limits, but it always says too small. Any idea what that is about? and what size is your avatar pixel-wise?

Orochi_Shoto
03-30-2003, 06:27 PM
Originally posted by beak3r
I totally agree, maiden smasher is a cool looking super, but I gotta go for the damage :D hcb+kick into the maiden smasher is a nice finish, I saw that on a combo vid too

Also, this is very very off topic, but Orochi_shoto, I have a question about avatars. You's is pretty cool, but whenever I try to put an avatar on here that is smaller than yours, it always says too small. I know I am within the size and pixel limits, but it always says too small. Any idea what that is about? and what size is your avatar pixel-wise?

Heheh... no fuggin clue...

Anyways, the damage difference between hcb + RH, qcf-hcb + punch and qcb-hcf + punch, tick, tick, dp + fierce is so minimal that I just go for looks, unless it means the difference in who wins the match.

beak3r
03-30-2003, 06:52 PM
I meant too big when I said too small, but i'm sure you figured that out. I'm gonna message a forum admin about it and see what they think.

Orochi_Shoto
03-30-2003, 07:19 PM
Does anyone here know if C-Iori can do this?

L2 Maiden Masher xx Scum Gale, s.strong, twd.strong xx L1 Maiden Masher

Is it any good if it's possible?

johnaero
03-31-2003, 01:14 AM
i tried to cancel a lvl2 maiden masher into a scum gale, but it doesn't work...you'll just wiff it and leave yourself open.

can anyone give me advice on how to buffer iori's running grab into maiden masher super?

like after you do hcb+k, when should you input the maiden masher? i was just playing live and someone pulled this move on me and i've been trying to do it for the last half hour and can't manage it.

thanks in advance.

rallykupo
03-31-2003, 08:44 AM
i can give you advice on it. my advice would be, stop trying to do it because you can't. what you witness was a running grab into the maiden masher, but durring a cc. there is no way to do it outside of cc. plus, even if you could, it would be worthless because no one is stupid enought to get nailed by the running grab thing anyways.

Gwai Lo ½
03-31-2003, 09:00 AM
Originally posted by rallykupo
i can give you advice on it. my advice would be, stop trying to do it because you can't. what you witness was a running grab into the maiden masher, but durring a cc. there is no way to do it outside of cc. plus, even if you could, it would be worthless because no one is stupid enought to get nailed by the running grab thing anyways.

I bet you he's playing xbox, and in which case it can be done, but in p-groove only

johnaero
03-31-2003, 10:13 AM
yeah, this was on xbox live. he was using a ex groove, so that's probably how he could do it.

he basically comboed from a mp, ->mp xx hcb+k xx maiden masher.

just looked so damn cool...at least i can rest easy that it can't be done with c-iori.

Orochi_Shoto
03-31-2003, 02:12 PM
Originally posted by rallykupo
i can give you advice on it. my advice would be, stop trying to do it because you can't. what you witness was a running grab into the maiden masher, but durring a cc. there is no way to do it outside of cc. plus, even if you could, it would be worthless because no one is stupid enought to get nailed by the running grab thing anyways.

Actually, everyone is stupid enough to get nailed by hcb + RH... You almost sounded L337 there. Heh.
:lame:

beak3r
04-01-2003, 02:07 PM
p-groove is for suckers. a-groove all the way. hcb+k cancelled into maiden smasher is kickass-looking in any groove it's available in though.

Easiest way to nail someone with hcb+k in my opinion is to chase down your qcf+p if you know the qcf+p is going to connect. Just don't get blocked cause you'll be screwed. I like to use the hcb+k a second or so after I finish a block string on the opponent, the move is fast enough where if you're still close you can nail them when they go to retaliate. Of course iori has better options in that situation but I just love the hcb+k move I have to try it.

Scum Gale won't connect when cancelled from a lvl2 maiden smasher, the opponent is usually in hit stun so throws are a no no. However, i find cancelling the lvl2 into a qcf+p sometimes allows enough time to connect a hcb+k...

Gwai Lo ½
04-01-2003, 02:35 PM
you might be able to cancel the l2 maiden smasher into a jab, and then in to scum gale (it might catch em off guard or something)

johnaero
04-01-2003, 02:37 PM
i don't think it's been mentioned yet, so here goes...for c-groove iori users, here's a nice lvl2 cancel:

do any of iori's bnb's xx lvl2 maiden masher. "Iori's Level 2 Maiden Masher ends with Iori placing the enemy on the ground, holding his/her face to the ground, and then blowing them up in purple flames. During that part where Iori is holding the enemy down, you cannot cancel the Super. But right AFTER Iori causes the enemy to explode and spring out of his hand, you can."

if you cancel to lvl1 maiden masher, it does nice damage and looks pretty good. I also canceled into rekkas (i think only the first will hit though), but the mm is definitely the way to go...unless you don't have any meter left.

i found this reading through jchensor's very thorough cvs2 guide...so credit goes to him.

beak3r
04-01-2003, 02:40 PM
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?

johnaero
04-01-2003, 02:42 PM
Originally posted by beak3r
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.

beak3r
04-01-2003, 02:52 PM
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 :(

Orochi_Shoto
04-01-2003, 04:54 PM
Originally posted by beak3r
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 :(

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

RagingStormX
04-15-2003, 06:33 AM
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.

Trick
09-16-2003, 02:15 AM
I'm not too sure on this, but I'm pretty sure you cannot grab them out of the air. [/B][/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.

ThE CRoW
11-06-2003, 06:33 AM
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?

Trick
11-07-2003, 10:29 AM
crossup mk or jumping hk, mp,forward mp, level 2 maiden masher, then do pillar super crossover mk down lp standing hp, rekka kens.

ThE CRoW
11-07-2003, 11:12 AM
wouldnt jumping with hk do more dmg?

Trick
11-07-2003, 10:00 PM
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.

Mr.Go0f4
11-17-2003, 10:28 PM
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!!!!!

kcxj
11-18-2003, 12:48 AM
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...

OneDumbG00k
02-10-2004, 08:31 PM
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.

Mr. Sparkle
02-13-2004, 01:26 AM
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.