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"By the way, this is not my limit"
Capcom vs. SNK 2

"By the way, this is not my limit"

Unlock the full potential of Iori Yagami in Capcom vs. SNK 2! Learn his best grooves, rushdown tactics, and essential moves for dominating the competition.

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Unlock the full potential of Iori Yagami in Capcom vs. SNK 2! Learn his best grooves, rushdown tactics, and essential moves for dominating the competition.

Walkthrough
  1. 1
    Objective: Get within point-blank range of the opponent to threaten with the Scum Gale grab, leading to high-damage 50/50 mixups that result in knockdowns and further mixup opportunities.
  2. 2
    Methods to Achieve Objective (Best to Worst):
    1. Knocking the opponent down.
  3. 3
    Throwing a jab fireball from 3/4 to full screen and running after it.
  4. 4
    Establishing strong mid-range ground game to drain the opponent's guard bar, enticing mistakes.
  5. 5
    Trying to roll through or jump/low jump over opponent's moves.
  • Primary Gameplay Loop: Since methods 1 and 2 are difficult against good opponents, Iori primarily focuses on method 3 (draining the guard bar) to create openings.
  • Tips
    • Groove Selection: N-Groove and C-Groove are considered Iori's best. N-Groove offers run, hop, and a good special to roll cancel with rekkas. C-Groove provides a damaging level 2 combo. A-Groove and K-Groove are useful but come with tradeoffs (lack of run/hop or missing roll). P-Groove and S-Groove are generally considered the worst due to the loss of his crucial roll.
    • Strengths: Excellent rushdown and mixup capabilities with hard knockdowns from rekkas, strong pressure with jabs and rekkas, a fast and useful grounded fireball, a top-tier roll with fast recovery allowing for crossups, and a simple gameplan.
    • Weaknesses: Iori must win neutral to start his offense, making him play either patiently or riskily. His super (Maiden Masher) has lower damage compared to others, and his main poke (5HP) can be ducked or low-profiled, forcing reliance on riskier or less optimal normals.
    • Key Moves: Scum Gale (grab), Rekka combos, Stand Jab (5LP), Stand Fierce (5HP), Stand Short (5LK), Stand Forward (5MK).

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