

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.
