Learn how to execute Iori Yagami's HCF + P special moves, including Dark Thrust, Fire Ball, and Deadly Flower, in Capcom vs. SNK 2. Detailed breakdown and strategies.
Movelist:
Specials:
- Dark Thrust
- QCF + P
- Fire Ball
- DPF + P
- Deadly Flower
- QCB + P (Up to 3 times)
- Dark Crescent Slice
- HCB + K
- Scum Gale
- HCB, F + P (Close)
Super Specials:
- "One-For-The-Road" Blast
- QCB, HCF + P (Chargeable)
- Maiden Masher
- QCF, HCB + P
Movelist Breakdown:
Special Moves:
- Dark Thrust
Description: Iori's projectile that travels along the ground at varying speeds. Can be used to bait opponents.
Strong VS: Rush attacks, some other attacks (excluding those that make the character airborne like Tatsumaki Senpukyaku).
Weak VS: Air attacks. - Fire Ball
Description: Very useful in C-Groove Level 2 Cancels after a Level 2 Maiden Masher. Good damage and stun.
Strong VS: Air attacks (except Projectiles), Rush attacks, several other attacks (Tatsumaki Senpukyaku, Sho-Oh-Ken, etc.).
Weak VS: Projectile attacks, Anti-Air attacks. - Deadly Flower
Description: A significant part of Iori's offensive game. Can be chained up to 3 times, with the 3rd hit knocking down. Often used with Scum Gale. Good startup, recovery, and decent damage.
Strong VS: Rush attacks, some other attacks.
Weak VS: Anti-Air attacks, Air attacks, Projectile attacks. - Dark Crescent Slice
Description: (No specific strengths or weaknesses detailed in source).
Strong VS: (None listed).
Weak VS: (None listed). - Scum Gale
Description: A big part of Iori's offense. In A-Groove, can be used for Command Grab into CC combos.
Strong VS: None listed.
Weak VS: Everything.
Super Special Moves:
- "One-For-The-Road" Blast
Description: Good for getting through attacks and stunning, but not very practical as it's easy to block and wastes Super Meter. Can lead to combos or Scum Gale if used at opportune times.
Strong VS: All attacks.
Weak VS: Nothing. - Maiden Masher
Description: Iori's most practical Super in C-Groove. The last hit can be cancelled into a SP Fire Ball for good damage and stun, or into a Level 1 Maiden Masher to finish the opponent.
Strong VS: Majority of Rush attacks, some other attacks.
Weak VS: Projectile attacks, some other attacks (Tatsumaki Senpukyaku), Anti-Air attacks, Air attacks.
Groove Choices for Iori:
- N-Groove: Considered the best for Iori's offensive game.
- A-Groove: Second best. Fast meter build, good ground game for CC set-ups and combos. Command Grab guarantees CCs. Strong c.HK punishes whiffs. Excellent roll for scrubby-but-effective roll > activate set-ups.
- C-Groove: Third best. Has roll for RC Deadly Flower. Stored meter allows for patient play. Level 2 cancels are good, but N & A are generally better.
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