Good for projectile wars, or to use as a longer-ranged poke.
A version travels slowly, while C version travels much faster.
A very good crossup kick that can be combo-ed into.
A slow overhead that can be canceled from if canceled into.
Both hits cancelable both raw and when cancelled into.
Therefore, it's best to just use the first hit and skip the second one.
The second hit will whiff if there was too much pushback before the first hit it will, for example, whiff after a cl.C f+A or cr.B cr.A f+A.
Iori sneaks behind the opponent and then claws at them, sending them flying almost fullscreen to the other side with a soft knockdown. Iori claws at the opponent, sending them flying almost fullscreen forwards with a soft knockdown.
j.CD: Has good priority forwards, so can be a good air-to-air.
st.CD: Has good priority and fairly fast startup speed for a st.CD, so it makes for a decent poke.
j.D: Good air-to-air that can also hit grounded opponents.
Due to this, it can be used as a good jump-in fake by doing it late. Has quite a lot of startup, so it needs to be done early or it will whiff.
j.C: Jump-in button that can crossup, but landing it is hard.
cr.D: Has long range but terrible recovery.
Has some forwards priority, so it could be a decent closer-range poke.
cr.B: Standard low move for low combos or blockstrings.
cr.A: Good for combos or blockstrings.
st.C: Nice longer-range poke, since it's cancelable on hit, block, and whiff.
st.B: Short- to mid-range poke with some decent priority.
Great short-ranged button, as it gives Iori a bit of frame advantage and has a nice hitbox.
cl.D: Hits high up so can catch jumpouts, but it is not cancelable so it's not as good as cl.C.
Hits higher up, so it can catch close-range jump-outs.
cl.A: Mostly just useful as light combo filler.
hcb,f+P has more recovery after the throw, so it's harder to connect attacks afterwards.
qcb,hcf+P changed: now deals damage at once when it hits, but none when the opponent is stunned also reduced stunned timeĮxtra mode step dash distance moved is longer.
qcf,hcb+P is no longer a hard knockdown.
hcb,f+P startup is 3 frames faster, but invincibility frames are reduced.
The time that the hurtbox for qcb+P becomes lower is reduced by 3 frames.
dp+C now hits consistently, even against airborne opponents.
cr.B hurtbox is taller, so some projectiles can no longer be low-profiled.
Iori's main weakness is that a lot of his buttons aren't that great, so his grounded poking game can feel a bit lacking. On defense, he has access to a great DP for reversals and anti-airs, and a good DM that can low-profile and anti-air well. Most of these options will allow him to combo into rekka again and repeat the situation. He has plenty of mixup options, like a good crossup, a command grab he can combo out of, good low confirms, and an overhead. At further ranges, he has a fireball and a good poke as his main tools, but Iori really starts to shine when he lands a hit into his hard knockdown rekka. Iori is a highly versatile character that can do just about anything, but leans towards rushdown and mixups due to his great access to hard knockdowns.