Samurai Shodown/Iroha: Difference between revisions
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[[File:SS_Iroha_Profile.png|<center><font size="4"><b>Iroha</b></br>いろは</font></center>| | {| class="wikitable" style="float:right; margin-left:10px;" | ||
|- | |||
|[[File:SS_Iroha_Profile.png|310px|center|]] | |||
<center><font size="4"><b>Iroha</b></br>いろは, Iroha</font></center> | |||
|- | |||
| {{#lst:Samurai Shodown/System Data|Iroha Data}} | |||
|} | |||
{{TOClimit|2}} | {{TOClimit|2}} | ||
==Introduction== | ==Introduction== | ||
Iroha is a high mobility character with a plethora of options to move around the screen and control space. She can use her fireball and various air specials to keep the opponent at bay, move closer, or just control space around her. She also sports good mixup options once she’s up close, which all dovetails into a style that centers around shutting opponents down. | |||
However, she cannot cancel her dash early, and lacks dashing normals, making it a little more difficult to play a normal grounded game. Additionally, her flexibility in the air is offset by how vulnerable she is when landing from special moves, and she gets less damage out of most interactions than most other characters do. | |||
{{ProConTable | |||
|intro=<center>[[File:SS_Iroha_Icon.png|40px]] '''Iroha''' is an oppressive zoner with great aerial mobility and strong high-low mixups.</center> | |||
|pros= | |||
* '''Unique Movement:''' Iroha's step dash makes it easy for her to hop over low fireballs and low normals, and her double jump allows her to reposition herself at will in the air. | |||
* '''Great Aerial Options:''' Iroha has a number of tricks to utilize once she's in the air, including cancelable normals, fireball stalling, and adjusting her trajectory with special moves. | |||
* '''Strong Zoning:''' Iroha's fireball is extremely flexible in its applications; it can get her plus frames, allow her to cover multiple angles on the ground and in the air, and even set up for combos with meaty setups. | |||
* '''Powerful Mixups:''' After a knockdown, Iroha can create a powerful high-low mixup situation by utilizing kara cancels with her 6D and 3D. | |||
* '''Parry:''' Iroha's parry has relatively long active frames and generally gives her initiative on success, allowing her to shut down careless approaches and prevent immediate Rage Explosions. | |||
|cons= | |||
* '''Low Damage from Mixups:''' While her mixup game is very strong, it is generally low damage, meaning that opponents who are willing to guess wrong a few times can work around them. | |||
* '''Risky Air Specials:''' Her air specials have a fair amount of landing recovery, which makes her especially susceptible to getting punished if they're baited out. | |||
}} | |||
==Gameplan== | |||
Iroha can play both a keep out game or a rushdown pressure game style. Her double jump gives her good air mobility. Her fireball is one of the best projectiles in the game. It can virtually reach anywhere on the screen as it can be used in air. It also allows a follow up attack on hit. All of Iroha's attack specials can be used in the air, making her an unique air specialist as her air normals can combo into her air specials. | |||
===Neutral=== | |||
Iroha has strong neutral buttons. All of her far lights and mediums are great pokes. Her low kick is fast and has great reach. Her fireball is good for zoning, and also great for pressure due to the plus frames and the ability to combo from it on hit. Her DP makes a great anti-air. FB and DP great for sitting out on a life lead. | |||
Her double jump and air specials gives her great aerial fight options. It's hard to for the opponent to AA Iroha or to contest her air game due to how high she jumps. It's something that can be exploited to challenge the opponents' ability to work against it. Her double jump allows her to face the other side in the air, which is extremely useful as the game doesn't auto correct air normals or specials. | |||
She doesn't have a dash making her one of the most unique characters of the cast, which can make her hard to get used to at first. She can TK her air specials with Kara cancels through back dash and 6D, it's great for pressure on the ground. She's airborne very close to the ground, making combos from the opponent being impossible to connect. | |||
===Okizeme=== | ===Okizeme=== | ||
With her air specials she got a great High/Low mix-up with 6D into 214S (which also crossed up when used up close), and her 3D as a low slide. Her back dash into 214S is a great meaty tool on forward roll, as it can also catch the opponent off guard. She can also use her FB for Oki, the light one gives a lot of pressure with plus frames on both block and hit. 6D into 236A can allow for meaty FB combo, see [https://wiki.gbl.gg/w/Samurai_Shodown/Iroha#Combos combo section]. | |||
She may use her jumps to deceive the opponent by changing her jump angles by double jumping and by using an air special. Her unique moveset makes her a good pressure keeper, so try her moves in different combinations to mix with the opponent's head. Here are some video references of the setups possible: [https://twitter.com/sonic_sol/status/1260800926417387522 Iroha setplay concepts by SonicSol] and [https://twitter.com/i/events/1263663082284281856 Iroha's skills by Densetsu no Otaku]. | |||
===Rain Hollyhock (2146D)=== | |||
Iroha's [https://wiki.gbl.gg/w/Samurai_Shodown/Iroha#2146D Parry] is a unique one, since it allows the move's animation to go through, the opponent usually whiffs their move completely. This is particularly useful as the opponent can't rage explode out of their recovery frames, so the follow up attack is guaranteed. It's available while unarmed, which helps with retrieving her weapon more easily. It has a long active frame with short recovery making it a good parry to be used in this game. | |||
==Normal Moves== | ==Normal Moves== | ||
===Far Slashes=== | ===Far Slashes=== | ||
====== <font style="visibility:hidden" size="0">5A</font> ====== | ====== <font style="visibility:hidden" size="0">5A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=SS_Iroha_5A.png | |image=SS_Iroha_5A.png | ||
|hitbox=iroha-5a-hb.png | |||
|caption= | |caption= | ||
|name=5A | |name=5A | ||
Line 48: | Line 55: | ||
|guard=Mid | |guard=Mid | ||
|startup=6 | |startup=6 | ||
|active= | |active=4 | ||
|recovery= | |recovery=11 | ||
|hitAdv=-3 | |hitAdv=-3 | ||
|blockAdv=-5 | |total=21 | ||
|blockAdv=-5 [-6] | |||
|guardDmg=5 | |||
|cancel=No | |cancel=No | ||
| | |recoil=Yes | ||
|deflect=Yes | |deflect=Yes | ||
|unarmed=No | |unarmed=No | ||
Line 63: | Line 72: | ||
{{MoveData | {{MoveData | ||
|image=SS_Iroha_5B.png | |image=SS_Iroha_5B.png | ||
|hitbox=iroha-5b-hb.png | |||
|caption= | |caption= | ||
|name=5B | |name=5B | ||
Line 71: | Line 81: | ||
|startup=11 | |startup=11 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv=±0 | |hitAdv=±0 | ||
|blockAdv=-12 | |total=31 | ||
|blockAdv=-12 [-4] | |||
|guardDmg=10 | |||
|cancel=No | |cancel=No | ||
| | |recoil=Yes | ||
|deflect=Yes | |deflect=Yes | ||
|unarmed=No | |unarmed=No | ||
Line 85: | Line 97: | ||
{{MoveData | {{MoveData | ||
|image=SS_Iroha_5C.png | |image=SS_Iroha_5C.png | ||
|hitbox=iroha-5c-hb.png | |||
|caption=Yeet | |caption=Yeet | ||
|name=5C | |name=5C | ||
Line 93: | Line 106: | ||
|startup=16 | |startup=16 | ||
|active=10 | |active=10 | ||
|recovery= | |recovery= | ||
|hitAdv=KD(+82) | |hitAdv=KD(+82) | ||
|total=57 | |||
|blockAdv=-19~-10 | |blockAdv=-19~-10 | ||
|guardDmg=25 | |||
|cancel=No | |cancel=No | ||
| | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed=No | |unarmed=No | ||
Line 107: | Line 122: | ||
{{MoveData | {{MoveData | ||
|image=SS_Iroha_2A.png | |image=SS_Iroha_2A.png | ||
|hitbox=iroha-2a-hb.png | |||
|caption= | |caption= | ||
|name=2A | |name=2A | ||
Line 115: | Line 131: | ||
|startup=6 | |startup=6 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv=-3 | |hitAdv=-3 | ||
|blockAdv=-5 | |total=21 | ||
|blockAdv=-5 [-6] | |||
|guardDmg=5 | |||
|cancel=No | |cancel=No | ||
| | |recoil=Yes | ||
|deflect=Yes | |deflect=Yes | ||
|unarmed=No | |unarmed=No | ||
Line 129: | Line 147: | ||
{{MoveData | {{MoveData | ||
|image=SS_Iroha_2B.png | |image=SS_Iroha_2B.png | ||
|hitbox=iroha-2b-hb.png | |||
|caption= | |caption= | ||
|name=2B | |name=2B | ||
Line 137: | Line 156: | ||
|startup=10 | |startup=10 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv=-3 | |hitAdv=-3 | ||
|blockAdv=-12 | |total=33 | ||
|blockAdv=-12 [-7] | |||
|guardDmg=10 | |||
|cancel=No | |cancel=No | ||
| | |recoil=Yes | ||
|deflect=Yes | |deflect=Yes | ||
|unarmed=No | |unarmed=No | ||
Line 151: | Line 172: | ||
{{MoveData | {{MoveData | ||
|image=SS_Iroha_2C.png | |image=SS_Iroha_2C.png | ||
|hitbox=iroha-2c-hb.png | |||
|caption= | |caption= | ||
|name=2C | |name=2C | ||
Line 159: | Line 181: | ||
|startup=18 | |startup=18 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv=- | |total=49 | ||
|blockAdv=- | |hitAdv=-4 | ||
|blockAdv=-28 [-8] | |||
|guardDmg=25 | |||
|cancel=Yes | |cancel=Yes | ||
| | |recoil=Yes | ||
|deflect=Disarm | |deflect=Disarm | ||
|unarmed=No | |unarmed=No | ||
Line 175: | Line 199: | ||
{{MoveData | {{MoveData | ||
|image=SS_Iroha_n5A.png | |image=SS_Iroha_n5A.png | ||
|hitbox=iroha-na-hb.png | |||
|caption= | |caption= | ||
|name=n.5A | |name=n.5A | ||
Line 183: | Line 208: | ||
|startup=5 | |startup=5 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv=-2 | |hitAdv=-2 | ||
|blockAdv=-5 | |total=19 | ||
|blockAdv=-5 [-5] | |||
|guardDmg=5 | |||
|cancel=Yes | |cancel=Yes | ||
| | |recoil=Yes | ||
|deflect=Yes | |deflect=Yes | ||
|unarmed=No | |unarmed=No | ||
Line 197: | Line 224: | ||
{{MoveData | {{MoveData | ||
|image=SS_Iroha_n5B_1.png | |image=SS_Iroha_n5B_1.png | ||
|hitbox=iroha-nb-hb.png | |||
|image2=SS_Iroha_n5B_2.png | |image2=SS_Iroha_n5B_2.png | ||
|hitbox2=iroha-nb2-hb.png | |||
|caption= | |caption= | ||
|name=n.5B | |name=n.5B | ||
|data= | |data= | ||
{{AttackData-SS2019 | {{AttackData-SS2019 | ||
|damage=80 (40 | |damage=80 (40 + 40) | ||
|guard=Mid | |guard=Mid | ||
|startup=8, 24 | |startup=8, 24 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv=-1 | |hitAdv=-1 | ||
|blockAdv=-12 | |total=45 | ||
|blockAdv=-12 [-5] | |||
|guardDmg=10 | |||
|cancel=Yes | |cancel=Yes | ||
| | |recoil=Yes | ||
|deflect=Yes | |deflect=Yes | ||
|unarmed=No | |unarmed=No | ||
Line 220: | Line 251: | ||
{{MoveData | {{MoveData | ||
|image=SS_Iroha_n5C_1.png | |image=SS_Iroha_n5C_1.png | ||
|hitbox=iroha-nc-hb.png | |||
|image2=SS_Iroha_n5C_2.png | |image2=SS_Iroha_n5C_2.png | ||
|hitbox2=iroha-nc2-hb.png | |||
|caption= | |caption= | ||
|name=n.5C | |name=n.5C | ||
|data= | |data= | ||
{{AttackData-SS2019 | {{AttackData-SS2019 | ||
|damage=220 (160 | |damage=220 (160 + 60) | ||
|guard=Mid | |guard=Mid | ||
|startup=14 | |startup=14 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv=-1 | |hitAdv=-1 | ||
|blockAdv=-28 | |total=59 | ||
|blockAdv=-28 [-5] | |||
|guardDmg=25 | |||
|cancel=Yes | |cancel=Yes | ||
| | |recoil=Yes | ||
|deflect=Disarm | |deflect=Disarm | ||
|unarmed=No | |unarmed=No | ||
Line 243: | Line 278: | ||
{{MoveData | {{MoveData | ||
|image=SS_Iroha_n2A.png | |image=SS_Iroha_n2A.png | ||
|hitbox=iroha-n2a-hb.png | |||
|caption= | |caption= | ||
|name=n.2A | |name=n.2A | ||
Line 251: | Line 287: | ||
|startup=5 | |startup=5 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv=±0 | |hitAdv=±0 | ||
|blockAdv=-5 | |total=17 | ||
|blockAdv=-5 [-3] | |||
|guardDmg=5 | |||
|cancel=Yes | |cancel=Yes | ||
| | |recoil=Yes | ||
|deflect=Yes | |deflect=Yes | ||
|unarmed=No | |unarmed=No | ||
Line 266: | Line 304: | ||
{{MoveData | {{MoveData | ||
|image=SS_Iroha_5D.png | |image=SS_Iroha_5D.png | ||
|hitbox=iroha-5d-hb.png | |||
|caption= | |caption= | ||
|name=5D | |name=5D | ||
Line 272: | Line 311: | ||
|damage=50 | |damage=50 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=11 | ||
|active= | |active=4 | ||
|recovery= | |recovery=12 | ||
|hitAdv=-3 | |hitAdv=-3 | ||
|total=27 | |||
|blockAdv=-6 | |blockAdv=-6 | ||
|cancel= | |guardDmg=5 | ||
| | |cancel=Yes | ||
|recoil=No | |||
|deflect=No | |deflect=No | ||
|unarmed=Yes | |unarmed=Yes | ||
|description=Iroha hops and kicks. Like her dash, this move has high-profile and can go over low hitting moves and grounded projectiles. This normal is also kara cancelable into air specials like her 6D, though it does not provide any initial forward momentum. See 6D's entry for more info on kara canceling.<br><br>''Foot invincibility from frames | |description=Iroha hops and kicks. Like her dash, this move has high-profile and can go over low hitting moves and grounded projectiles. This normal is also kara cancelable into air specials like her 6D, though it does not provide any initial forward momentum. See [https://wiki.gbl.gg/w/Samurai_Shodown/Iroha#6D 6D's] entry below for more info on kara canceling.<br><br>''Foot invincibility from frames 6 to 21.'' | ||
}} | }} | ||
}} | }} | ||
Line 288: | Line 329: | ||
{{MoveData | {{MoveData | ||
|image=SS_Iroha_6D.png | |image=SS_Iroha_6D.png | ||
|hitbox=iroha-6d-hb1.png | |||
|hitbox2=iroha-6d-hb2.png | |||
|caption= | |caption= | ||
|name=6D | |name=6D | ||
|data= | |data= | ||
{{AttackData-SS2019 | {{AttackData-SS2019 | ||
|damage=20 | |damage=40 (20 + 20) | ||
|guard=High | |guard=High | ||
|startup=25,27 | |startup=25, 27 | ||
|active=1,2 | |active=1, 2 | ||
|recovery=47 | |recovery=19 | ||
|total=47 | |||
|hitAdv=-2 | |hitAdv=-2 | ||
|blockAdv=-9~-8 | |blockAdv=-9~-8 | ||
|guardDmg=5 | |||
|cancel=Yes | |cancel=Yes | ||
| | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed=Yes | |unarmed=Yes | ||
Line 310: | Line 355: | ||
{{MoveData | {{MoveData | ||
|image=SS_Iroha_2D.png | |image=SS_Iroha_2D.png | ||
|hitbox=iroha-2d-hb.png | |||
|caption= | |caption= | ||
|name=2D | |name=2D | ||
Line 318: | Line 364: | ||
|startup=6 | |startup=6 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv=-1 | |hitAdv=-1 | ||
|total=19 | |||
|blockAdv=-4 | |blockAdv=-4 | ||
|guardDmg=5 | |||
|cancel=Yes | |cancel=Yes | ||
| | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed=Yes | |unarmed=Yes | ||
Line 332: | Line 380: | ||
{{MoveData | {{MoveData | ||
|image=SS_Iroha_3D.png | |image=SS_Iroha_3D.png | ||
|hitbox=iroha-3d-hb.png | |||
|caption= | |caption= | ||
|name=3D | |name=3D | ||
Line 340: | Line 389: | ||
|startup=12 | |startup=12 | ||
|active=9 | |active=9 | ||
|recovery=42 | |recovery= | ||
|total=42 | |||
|hitAdv=KD(+94) | |hitAdv=KD(+94) | ||
|blockAdv=-14~-6 | |blockAdv=-14~-6 | ||
|guardDmg=5 | |||
|cancel=No | |cancel=No | ||
| | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed=Yes | |unarmed=Yes | ||
|description=Iroha slides with her uninjured leg. While it's no Ukyo slide, this slide can be spaced to be safer (though not entirely unsafe), and is your low complement to your kara 214S mixup from further, making this mixup something that your opponent needs to be concerned about even from mid-range. | |description=Iroha slides with her uninjured leg. While it's no Ukyo slide, this slide can be spaced to be safer (though not entirely unsafe), and is your low complement to your kara 214S mixup from further, making this mixup something that your opponent needs to be concerned about even from mid-range. | ||
}} | }} | ||
}} | }} | ||
Line 377: | Line 406: | ||
{{MoveData | {{MoveData | ||
|image=SS_Iroha_jA.png | |image=SS_Iroha_jA.png | ||
|hitbox=iroha-ja-hb.png | |||
|caption= | |caption= | ||
|name=j.A | |name=j.A | ||
Line 388: | Line 418: | ||
|hitAdv= | |hitAdv= | ||
|blockAdv= | |blockAdv= | ||
|cancel= | |guardDmg=5 | ||
| | |cancel=Yes | ||
|recoil=No | |||
|deflect=No | |deflect=No | ||
|unarmed=No | |unarmed=No | ||
|description=Standard jumping light. Good twitch reaction air-to-air if you're not prepared for 214S. | |description=Standard jumping light. Good twitch reaction air-to-air if you're not prepared for 214S. It's cancellable into air speicials. | ||
}} | }} | ||
}} | }} | ||
Line 399: | Line 430: | ||
{{MoveData | {{MoveData | ||
|image=SS_Iroha_jB.png | |image=SS_Iroha_jB.png | ||
|hitbox=iroha-jb-hb.png | |||
|caption= | |caption= | ||
|name=j.B | |name=j.B | ||
Line 410: | Line 442: | ||
|hitAdv= | |hitAdv= | ||
|blockAdv= | |blockAdv= | ||
|guardDmg=10 | |||
|cancel=No | |cancel=No | ||
| | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed=No | |unarmed=No | ||
Line 421: | Line 454: | ||
{{MoveData | {{MoveData | ||
|image=SS_Iroha_jC.png | |image=SS_Iroha_jC.png | ||
|hitbox=iroha-jc-hb.png | |||
|caption= | |caption= | ||
|name=j.C | |name=j.C | ||
Line 432: | Line 466: | ||
|hitAdv= | |hitAdv= | ||
|blockAdv= | |blockAdv= | ||
|guardDmg=20 | |||
|cancel=No | |cancel=No | ||
| | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed=No | |unarmed=No | ||
Line 443: | Line 478: | ||
{{MoveData | {{MoveData | ||
|image=SS_Iroha_jD.png | |image=SS_Iroha_jD.png | ||
|hitbox=iroha-jd-hb.png | |||
|caption= | |caption= | ||
|name=j.D | |name=j.D | ||
Line 449: | Line 485: | ||
|damage=30 | |damage=30 | ||
|guard=High | |guard=High | ||
|startup= | |startup=9 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv= | |hitAdv= | ||
|blockAdv= | |blockAdv= | ||
|guardDmg=5 | |||
|cancel=Yes | |cancel=Yes | ||
| | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed= | |unarmed=Yes | ||
|description=Iroha's jumping kick, which has the special property of being cancelable into her airborne specials. While this button does not grant any air-to-air juggles, canceling jD into 214S at specific angles can create very nasty ambiguous cross-ups, where the opponent blocks her jD one way and is forced to block the Pin Wheel in the opposite direction. This normal itself can also cross-up, which can make these scenarios even worse to deal with. | |description=Iroha's jumping kick, which has the special property of being cancelable into her airborne specials. While this button does not grant any air-to-air juggles, canceling jD into 214S at specific angles can create very nasty ambiguous cross-ups, where the opponent blocks her jD one way and is forced to block the Pin Wheel in the opposite direction. This normal itself can also cross-up, which can make these scenarios even worse to deal with. | ||
}} | }} | ||
Line 463: | Line 500: | ||
===Unarmed Normals=== | ===Unarmed Normals=== | ||
While Iroha keeps her double jump, she is relatively limited without her weapons as she loses ''all'' of her specials (aside from parry). So try to get your blades back as soon as possible! | |||
====== <font style="visibility:hidden" size="0">u.5S</font> ====== | ====== <font style="visibility:hidden" size="0">u.5S</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=SS_Iroha_u5S.png | |image=SS_Iroha_u5S.png | ||
|hitbox=iroha-5u-hb.png | |||
|caption= | |caption= | ||
|name=u.5S | |name=u.5S | ||
Line 474: | Line 513: | ||
|startup=6 | |startup=6 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv=1 | |hitAdv=+1 | ||
|total=25 | |||
|blockAdv=-4 | |blockAdv=-4 | ||
|guardDmg=5 | |||
|cancel=No | |cancel=No | ||
| | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed= | |unarmed=Only | ||
|description=Somewhat weak-looking jab | |description=Somewhat weak-looking jab. | ||
}} | }} | ||
}} | }} | ||
Line 488: | Line 529: | ||
{{MoveData | {{MoveData | ||
|image=SS_Iroha_u2S.png | |image=SS_Iroha_u2S.png | ||
|hitbox=iroha-2u-hb.png | |||
|caption= | |caption= | ||
|name=u.2S | |name=u.2S | ||
Line 496: | Line 538: | ||
|startup=5 | |startup=5 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv=±0 | |hitAdv=±0 | ||
|total=25 | |||
|blockAdv=-5 | |blockAdv=-5 | ||
|guardDmg=5 | |||
|cancel=No | |cancel=No | ||
| | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed= | |unarmed=Only | ||
|description=Same as u.5S, but crouching instead. | |description=Same as u.5S, but crouching instead. | ||
}} | }} | ||
Line 510: | Line 554: | ||
{{MoveData | {{MoveData | ||
|image=SS_Iroha_juS.png | |image=SS_Iroha_juS.png | ||
|hitbox=iroha-ju-hb.png | |||
|caption= | |caption= | ||
|name=ju.S | |name=ju.S | ||
Line 521: | Line 566: | ||
|hitAdv= | |hitAdv= | ||
|blockAdv= | |blockAdv= | ||
|guardDmg=5 | |||
|cancel=No | |cancel=No | ||
| | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed= | |unarmed=Only | ||
|description=Same as u.5S, but in the air instead. | |description=Same as u.5S, but in the air instead. | ||
}} | }} | ||
Line 533: | Line 579: | ||
{{MoveData | {{MoveData | ||
|image=SS_Iroha_5CD.png | |image=SS_Iroha_5CD.png | ||
|caption= | |hitbox=iroha-throw-hb.png | ||
|caption=4C+D <br> (Back Throw) | |||
|image2=SS_Iroha_4CD.png | |image2=SS_Iroha_4CD.png | ||
|caption2= | |caption2= | ||
|name=Guard Break (Throw) | |name=Guard Break (Throw) | ||
|input= | |input=5C+D / 6C+D <br>(Forward Throw) | ||
|data= | |data= | ||
{{AttackData-SS2019 | {{AttackData-SS2019 | ||
|version= | |version=Forward | ||
|damage=0 | |damage=0 | ||
|guard=Throw | |guard=Throw | ||
|startup=3 | |startup=3 | ||
|active= | |active= | ||
|recovery= | |recovery=71 | ||
|hitAdv=+20 | |hitAdv=+20 | ||
|blockAdv= | |total=74 | ||
|blockAdv= | |||
|cancel=No | |cancel=No | ||
| | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed=Yes | |unarmed=Yes | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-SS2019 | {{AttackData-SS2019 | ||
|header=no | |header=no | ||
|version=Back | |version=Back | ||
|damage=0 | |damage=0 | ||
|guard=Throw | |guard=Throw | ||
|startup=5 | |startup=5 | ||
|active= | |active= | ||
|recovery= | |recovery=69 | ||
|hitAdv=+25 | |hitAdv=+25 | ||
|blockAdv= | |total=74 | ||
|blockAdv= | |||
|cancel=No | |cancel=No | ||
| | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed=Yes | |unarmed=Yes | ||
|description=Universal throw | |description=Universal throw, that can be followed up with combos. Back throw has slower start up but better frame advantage. There is no throw tech, but throws are very punishable on whiff. | ||
}} | }} | ||
}} | }} | ||
Line 575: | Line 624: | ||
{{MoveData | {{MoveData | ||
|image=SS_Iroha_5BC.png | |image=SS_Iroha_5BC.png | ||
|hitbox=iroha-overhead-hb.png | |||
|caption= | |caption= | ||
|name=Surprise Attack (Overhead) | |name=Surprise Attack (Overhead) | ||
Line 585: | Line 635: | ||
|startup=20 | |startup=20 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv=+1 | |hitAdv=+1 | ||
|total=44 | |||
|blockAdv=-12 | |blockAdv=-12 | ||
|guardDmg=10 | |||
|cancel=No | |cancel=No | ||
| | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed=No | |unarmed=No | ||
|description=Universal overhead. Moves | |description=Universal overhead. Moves forward a bit, but it's not cancellable like 6D. She also has better overhead options than this. | ||
}} | }} | ||
{{AttackData-SS2019 | {{AttackData-SS2019 | ||
Line 601: | Line 653: | ||
|startup=20 | |startup=20 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv=KD(+99) | |hitAdv=KD(+99) | ||
|total=44 | |||
|blockAdv=-12 | |blockAdv=-12 | ||
|guardDmg=10 | |||
|cancel=No | |cancel=No | ||
| | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed= | |unarmed=Only | ||
|description=Unarmed overhead. Identical animation, but now knocks down, giving you a chance to retrieve your weapon. | |description=Unarmed overhead. Identical animation, but now knocks down, giving you a chance to retrieve your weapon. | ||
}} | }} | ||
Line 615: | Line 669: | ||
{{MoveData | {{MoveData | ||
|image=SS_Iroha_5AB.png | |image=SS_Iroha_5AB.png | ||
|hitbox=iroha-dodge-hb.png | |||
|caption= | |caption= | ||
|name=Dodge | |name=Dodge | ||
Line 621: | Line 676: | ||
{{AttackData-SS2019 | {{AttackData-SS2019 | ||
|version= | |version= | ||
|damage= | |damage=N/A | ||
|guard= | |guard= | ||
|startup=1 | |startup=1 | ||
|active=16 | |active=16 | ||
|recovery= | |recovery=22 | ||
|hitAdv= | |hitAdv= | ||
|total=38 | |||
|blockAdv= | |blockAdv= | ||
|cancel= | |cancel= | ||
| | |recoil= | ||
|deflect= | |deflect= | ||
|unarmed= | |unarmed=Yes | ||
|description=Universal dodge.<br><br>''Complete invincibility from frames 1 to 10. Strike invincibility from frames 11 to 16.'' | |description=Universal dodge. Avoids all attacks for a brief moment, and is mainly used to avoid throws.<br><br>''Complete invincibility from frames 1 to 10. <br>Strike invincibility from frames 11 to 16.'' | ||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Stance Break</font> ====== | |||
{{MoveData | |||
|image=SS_Iroha_gAB.png | |||
|hitbox=iroha-stancebreak-hb.png | |||
|caption= | |||
|name=Stance Break | |||
|input=A+B during Just Defense | |||
|data= | |||
{{AttackData-SS2019 | |||
|version= | |||
|damage=0 | |||
|guard=Mid | |||
|startup=5 | |||
|active= | |||
|recovery= | |||
|hitAdv=KD | |||
|total=52 | |||
|blockAdv=-24 | |||
|cancel= | |||
|recoil= | |||
|deflect= | |||
|unarmed=Yes | |||
|description=Universal Stance Break, push away and knocks down the opponent. It's a very useful tool while unarmed, but a deep jumping hit can recover fast enough to block it, which means you can get punished you with a strong combo.<br><br>''Invincibility from frames 1 to 5.'' | |||
}} | }} | ||
}} | }} | ||
Line 639: | Line 721: | ||
{{MoveData | {{MoveData | ||
|image=SS_Iroha_236AB.png | |image=SS_Iroha_236AB.png | ||
|hitbox=iroha-deflect-hb.png | |||
|caption=Counter | |caption=Counter | ||
|image2=SS_Iroha_u236AB.png | |image2=SS_Iroha_u236AB.png | ||
|hitbox2=iroha-catch-hb.png | |||
|caption2=Blade Catch | |caption2=Blade Catch | ||
|name=Counter / Blade Catch | |name=Counter / Blade Catch | ||
Line 653: | Line 737: | ||
|recovery=34 | |recovery=34 | ||
|hitAdv=+35~+59 | |hitAdv=+35~+59 | ||
|blockAdv= | |total=46 | ||
|cancel= | |blockAdv= | ||
| | |cancel= | ||
|deflect= | |recoil= | ||
|deflect= | |||
|unarmed=No | |unarmed=No | ||
|description=Universal counter. | |description=Universal counter that works against mid-guard normal slashes. Upon successful counter, you can follow up with any attack except throws. <br>The amount of time you have to follow up depends on timing and strength of the slash. Deflecting medium slashes staggering the opponent for longest amount of time.<br> Additionally, if you deflect a heavy slash or running medium slash, the opponent will be disarmed. | ||
}} | }} | ||
{{AttackData-SS2019 | {{AttackData-SS2019 | ||
|header=no | |header=no | ||
|version= | |version=Unarmed | ||
|damage=0 | |damage=0 | ||
|guard=N/A | |guard=N/A | ||
|startup=2 | |startup=2 | ||
|active=12 | |active=12 | ||
|recovery= | |recovery=9 | ||
|hitAdv=KD | |hitAdv=KD | ||
|blockAdv= | |total=22 | ||
|cancel= | |blockAdv= | ||
| | |cancel= | ||
|deflect= | |recoil= | ||
|unarmed= | |deflect= | ||
|description=Universal counter. | |unarmed=Only | ||
|description=Universal unarmed counter, works against the same slashes as counter.<br>Upon successful blade catch, your will disarm your opponent and knock down the opponent to the corner, regardless of the strength of slash. | |||
}} | }} | ||
}} | }} | ||
Line 681: | Line 767: | ||
{{MoveData | {{MoveData | ||
|image=SS_Iroha_5ABC.png | |image=SS_Iroha_5ABC.png | ||
|hitbox=iroha-rage-hb.png | |||
|caption= | |caption= | ||
|name=Rage Explosion | |name=Rage Explosion | ||
Line 688: | Line 775: | ||
|version= | |version= | ||
|damage=0 | |damage=0 | ||
|guard= | |guard=Unblockable | ||
|startup=21 | |startup=21 | ||
|active=1 | |active=1 | ||
|recovery= | |recovery= | ||
|hitAdv=0 | |hitAdv=0 | ||
|total=58 | |||
|blockAdv= | |blockAdv= | ||
|cancel= | |cancel= | ||
| | |recoil= | ||
|deflect= | |deflect= | ||
|unarmed= | |unarmed=No | ||
|description= | |description=Activate the rage explosion gauge and push back the opponent, available once per match. In order to activate, the character must be on the ground with the weapon on hand. <br>It can be activated during hit stun / throw staggering / weapon deflected / recoil cancel / normal cancel / blocking, but not during action recovery.<br> It's nearly the same as max rage with extra damage buff (140% vs 120%), and it pauses the timer count down, also allows access to Lighting Blade.<br>The less amount of health remaining when activates, the more amount of rage explosion gauge it begins with.<br>Rage explosion ends if the gauge runs out, WFT connects, Lighting Blade used, or the round ended. Then the rage gauge disappears for the rest of match.<br>The activation push back is unblockable, and its hit-box extends all the way up to top of the screen. | ||
}} | }} | ||
}} | }} | ||
Line 705: | Line 793: | ||
{{MoveData | {{MoveData | ||
|image=SS_Iroha_Issen.png | |image=SS_Iroha_Issen.png | ||
|hitbox=iroha-issen-hb.png | |||
|caption= | |caption= | ||
|name=Lightning Blade (Issen) | |name=Lightning Blade (Issen) | ||
Line 717: | Line 806: | ||
|recovery= | |recovery= | ||
|hitAdv=KD | |hitAdv=KD | ||
|total= | |||
|blockAdv=-44 | |blockAdv=-44 | ||
|cancel= | |cancel= | ||
| | |recoil= | ||
|deflect= | |deflect= | ||
|unarmed=No | |unarmed=No | ||
|description= | |description=Dashes full screen and slashes across the opponent in classic style. It has full invincibility and can anti-air. Damage scales based on remaining rage explosion gauge. | ||
}} | }} | ||
}} | }} | ||
==Command Moves== | ==Command Moves== | ||
====== <font style="visibility:hidden" size="0">Iron Feather Ridge</font> ====== | |||
{{MoveData | |||
|image=SS_Iroha_4D.png | |||
|hitbox=iroha-4d-hb.png | |||
|caption= | |||
|name=Iron Feather Ridge | |||
|input=4D | |||
|data= | |||
{{AttackData-SS2019 | |||
|damage=80 | |||
|guard=Mid | |||
|startup=18 | |||
|active= | |||
|recovery= | |||
|hitAdv=KD(+112) | |||
|total=43 | |||
|blockAdv=-12 | |||
|guardDmg=8 | |||
|cancel=Yes | |||
|recoil=No | |||
|deflect=No | |||
|unarmed=Yes | |||
|description=A shoulder tackle that carries Iroha about a third of the screen forward. This normal is a ''launcher'' and will allow juggles into normals or specials afterwards. One of Iroha's best normals, and her other replacement for a dash normal, this button can be cancelled into 214A on block which keeps it much safer. While this cancel can be interrupted for a trade, cancels into the stronger versions of 214S will frametrap, which can condition the opponent for cancels into 236A, which is even on block, or other offense such as a surprise throw. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Double Jump</font> ====== | ====== <font style="visibility:hidden" size="0">Double Jump</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=SS_Iroha_j789.png | |image=SS_Iroha_j789.png | ||
|hitbox=iroha-jump-hb.png | |||
|caption= | |caption= | ||
|name=Double Jump | |name=Double Jump | ||
Line 742: | Line 860: | ||
|recovery= | |recovery= | ||
|hitAdv= | |hitAdv= | ||
| | |total= | ||
|blockAdv= | |blockAdv= | ||
|cancel= | |cancel= | ||
| | |recoil= | ||
|deflect= | |deflect= | ||
|unarmed=Yes | |unarmed=Yes | ||
Line 755: | Line 873: | ||
====== <font style="visibility:hidden" size="0">236X</font> ====== | ====== <font style="visibility:hidden" size="0">236X</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SS_Iroha_236S.png | ||
|caption= | |hitbox=iroha-236s-hb.png | ||
|image2=SS_Iroha_236D.png | |||
|hitbox2=iroha-236d-hb.png | |||
|image3=SS_Iroha_j.236S.png | |||
|hitbox3=iroha-j236s-hb.png | |||
|image4=SS_Iroha_j.236D.png | |||
|hitbox4=iroha-j236d-hb.png | |||
|caption=236S | |||
|caption2=236D | |||
|caption3=j.236S | |||
|caption4=j.236D | |||
|name=Wind Slash | |name=Wind Slash | ||
|input= | |input=236X or j.236X | ||
|data= | |data= | ||
{{AttackData-SS2019 | {{AttackData-SS2019 | ||
Line 766: | Line 894: | ||
|startup=36 | |startup=36 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv=+8 | |hitAdv=+8 | ||
|total=55 | |||
|blockAdv=+8 | |blockAdv=+8 | ||
|guardDmg=5 | |||
|cancel=No | |cancel=No | ||
| | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed=No | |unarmed=No | ||
Line 782: | Line 912: | ||
|startup=26 | |startup=26 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv=+3 | |hitAdv=+3 | ||
|total=50 | |||
|blockAdv=+3 | |blockAdv=+3 | ||
|guardDmg=5 | |||
|cancel=No | |cancel=No | ||
| | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed=No | |unarmed=No | ||
Line 798: | Line 930: | ||
|startup=26 | |startup=26 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv=-2 | |hitAdv=-2 | ||
|total=55 | |||
|blockAdv=-2 | |blockAdv=-2 | ||
|guardDmg=5 | |||
|cancel=No | |cancel=No | ||
| | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed=No | |unarmed=No | ||
Line 814: | Line 948: | ||
|startup=26 | |startup=26 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv=-2 | |hitAdv=-2 | ||
|total=55 | |||
|blockAdv=-2 | |blockAdv=-2 | ||
|guardDmg=5 | |||
|cancel=No | |cancel=No | ||
| | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed=No | |unarmed=No | ||
|description=Iroha's fireball. The slash versions each | |description=Iroha's fireball. The slash versions each travel at progressively faster speeds, and the kick version travels upwards at an anti-air trajectory. The grounded version is mainly used for meaties or cancels once your opponent has been conditioned to respect other options (such as Pin Wheel). The light version, while slow on startup, can be plus enough to link out of point blank, making it a strong meaty tool, especially in the corner. If you're trying to use fireballs for neutral, air fireballs are generally preferable as they have lower recovery. | ||
}} | }} | ||
{{AttackData-SS2019 | {{AttackData-SS2019 | ||
|header=no | |header=no | ||
|version=Air | |version=Air (X) | ||
|damage=60 | |damage=60 | ||
|guard=Mid | |guard=Mid | ||
|startup=26 | |startup=26 | ||
|active= | |active= | ||
|recovery=[ | |recovery=[13] | ||
|hitAdv=+3 | |hitAdv=+3 | ||
|blockAdv=+3 | |blockAdv=+3 | ||
|guardDmg=5 | |||
|cancel=No | |cancel=No | ||
| | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed=No | |unarmed=No | ||
|description=Air version of Iroha's fireball. The slash versions each travel at progressively faster speeds, while the kick version travels at a downwards angle. This fireball can be tiger knee'd (2369S), or cancelled into from backdash or 6D startup to get a very low version which can be used for grounded zoning, with faster recovery than the normal ground fireball. During a full jump, the kick version of the fireball can be used as a way to cover a retreat from the opponent or as a read on a bad advance, and the slash versions can be used as pre-emptive, but far-ranged air to airs. Iroha also cancels her jump momentum when throwing a fireball, so they can also be used to alter your jump arc significantly. | |description=Air version of Iroha's fireball. The slash versions each travel at progressively faster speeds, while the kick version travels at a downwards angle. This fireball can be tiger knee'd (2369S), or cancelled into from backdash or 6D startup to get a very low version which can be used for grounded zoning, with faster recovery than the normal ground fireball. During a full jump, the kick version of the fireball can be used as a way to cover a retreat from the opponent or as a read on a bad advance, and the slash versions can be used as pre-emptive, but far-ranged air to airs. Iroha also cancels her jump momentum when throwing a fireball, so they can also be used to alter your jump arc significantly. | ||
<br>''Value in [] is recovery after landing. | |||
}} | }} | ||
}} | }} | ||
Line 844: | Line 983: | ||
{{MoveData | {{MoveData | ||
|image=SS_Iroha_623S.png | |image=SS_Iroha_623S.png | ||
|hitbox=iroha-623s-hb.png | |||
|caption= | |caption= | ||
|name=Dew Drizzle | |name=Dew Drizzle | ||
Line 850: | Line 990: | ||
{{AttackData-SS2019 | {{AttackData-SS2019 | ||
|version=A | |version=A | ||
|damage=100 (30x2 | |damage=100 (30x2 + 40) | ||
|guard=Mid | |guard=Mid | ||
|startup=19 | |startup=19 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv=KD | |hitAdv=KD | ||
|total=70 | |||
|blockAdv=-10 | |blockAdv=-10 | ||
|guardDmg=5*3 | |||
|cancel=No | |cancel=No | ||
| | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed=No | |unarmed=No | ||
Line 866: | Line 1,008: | ||
|header=no | |header=no | ||
|version=B | |version=B | ||
|damage= | |damage= 120 (20x4 + 40) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=8 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv=KD | |hitAdv=KD | ||
|total=88 | |||
|blockAdv=-60~-52 | |blockAdv=-60~-52 | ||
|guardDmg=5*4 | |||
|cancel=No | |cancel=No | ||
| | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed=No | |unarmed=No | ||
Line 882: | Line 1,026: | ||
|header=no | |header=no | ||
|version=C | |version=C | ||
|damage= | |damage= 148 (18x6 + 40) | ||
|guard=Mid | |guard=Mid | ||
|startup=10 | |startup=10 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv=KD | |hitAdv=KD | ||
|total=86 | |||
|blockAdv=-51~-47 | |blockAdv=-51~-47 | ||
|guardDmg=5*6 | |||
|cancel=No | |cancel=No | ||
| | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed=No | |unarmed=No | ||
Line 897: | Line 1,043: | ||
{{AttackData-SS2019 | {{AttackData-SS2019 | ||
|header=no | |header=no | ||
|version=Rage | |version=Rage (C) | ||
|damage= | |damage= 184 (12x12 + 40) | ||
|guard=Mid | |guard=Mid | ||
|startup=10 | |startup=10 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv=KD | |hitAdv=KD | ||
|total=86 | |||
|blockAdv=-49 | |blockAdv=-49 | ||
|guardDmg=5*n | |||
|cancel=No | |cancel=No | ||
| | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed=No | |unarmed=No | ||
Line 916: | Line 1,064: | ||
|header=no | |header=no | ||
|version=A (air) | |version=A (air) | ||
|damage= | |damage=100 (30x2 + 40) | ||
|guard=Mid | |guard=Mid | ||
|startup=12 | |startup=12 | ||
Line 923: | Line 1,071: | ||
|hitAdv=+5~+7 | |hitAdv=+5~+7 | ||
|blockAdv=-5~-7 | |blockAdv=-5~-7 | ||
|guardDmg=5*3 | |||
|cancel=No | |cancel=No | ||
| | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed=No | |unarmed=No | ||
Line 932: | Line 1,081: | ||
|header=no | |header=no | ||
|version=B (air) | |version=B (air) | ||
|damage= | |damage=140 (25x4 + 40) | ||
|guard=Mid | |guard=Mid | ||
|startup=10 | |startup=10 | ||
Line 939: | Line 1,088: | ||
|hitAdv=+5~+7 | |hitAdv=+5~+7 | ||
|blockAdv=-5~-7 | |blockAdv=-5~-7 | ||
|guardDmg=5*4 | |||
|cancel=No | |cancel=No | ||
| | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed=No | |unarmed=No | ||
Line 948: | Line 1,098: | ||
|header=no | |header=no | ||
|version=C (air) | |version=C (air) | ||
|damage=160 (20x6 | |damage=160 (20x6 + 40) | ||
|guard=Mid | |guard=Mid | ||
|startup=8 | |startup=8 | ||
Line 955: | Line 1,105: | ||
|hitAdv=KD | |hitAdv=KD | ||
|blockAdv=-15~-19 | |blockAdv=-15~-19 | ||
|guardDmg=2*6 + 3 | |||
|cancel=No | |cancel=No | ||
| | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed=No | |unarmed=No | ||
Line 963: | Line 1,114: | ||
{{AttackData-SS2019 | {{AttackData-SS2019 | ||
|header=no | |header=no | ||
|version=Rage (air) | |version=Rage C (air) | ||
|damage=216 ( | |damage=216 (14x12 + 48) | ||
|guard=Mid | |guard=Mid | ||
|startup=8 | |startup=8 | ||
Line 971: | Line 1,122: | ||
|hitAdv=KD | |hitAdv=KD | ||
|blockAdv=-15~-19 | |blockAdv=-15~-19 | ||
|guardDmg=12*2 + 3 | |||
|cancel=No | |cancel=No | ||
| | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed=No | |unarmed=No | ||
|description=The air version of Iroha's DP. Unfortunately, no version has any invincibilty, nor do they hit overhead. The A and B versions both travel downwards | |description=The air version of Iroha's DP. Unfortunately, no version has any invincibilty, nor do they hit overhead. The A and B versions both travel downwards, they could recover before landing if done high enough. Both of them have 3 hits, but usually 1 hit is connected before landing, and only the 3rd hit knocks down. The C version travels horizontally, similarly to the grounded A version. The A and B versions can be used to quickly fall to the ground and change Iroha's jump arc, and the C version can be used as a pre-emptive air to air, but air Pin Wheel will be better for most air-to-air encounters due to having a much stronger hitbox. 6D canceled into the medium version will combo on most standing opponents, and Iroha can get a longer combo on a crouching Earthquake by canceling into the light version instead. Like the grounded version, the C version of her DP gains extra hits and damage while Iroha is in rage.<br> | ||
'''Hit / Block Frames varies depending if you Kara Cancel with 5D or 6D:'''<br> | |||
''(Hit/ Block)''<br> | |||
j.623A/B | |||
* 5D = +5 / -5 | |||
* 6D = +7 / -7 | |||
j.623C (Normal and Rage Versions) | |||
* 5D = KD / -15 | |||
* 6D = KD / -19 | |||
<br>''Value in [] is recovery after landing.'' | |||
}} | }} | ||
}} | }} | ||
Line 982: | Line 1,147: | ||
{{MoveData | {{MoveData | ||
|image=SS_Iroha_214S.png | |image=SS_Iroha_214S.png | ||
|caption= | |hitbox=iroha-214s-hb.png | ||
|name= | |image2=SS_Iroha_j.214S.png | ||
|hitbox2=iroha-j214s-hb.png | |||
|caption=214S | |||
|caption2=j.214S | |||
|name=Pinwheel | |||
|input=214S or j.214S | |input=214S or j.214S | ||
|data= | |data= | ||
Line 992: | Line 1,161: | ||
|startup=19 | |startup=19 | ||
|active=16 | |active=16 | ||
|recovery= | |recovery=20 | ||
|hitAdv=KD | |hitAdv=KD | ||
|total=54 | |||
|blockAdv=-3~±0 | |blockAdv=-3~±0 | ||
|cancel= | |guardDmg=2.5*4 | ||
| | |cancel=No | ||
|deflect= | |recoil=No | ||
|deflect=No | |||
|unarmed=No | |unarmed=No | ||
|description= | |description= | ||
Line 1,010: | Line 1,181: | ||
|recovery=[29] | |recovery=[29] | ||
|hitAdv=KD | |hitAdv=KD | ||
|total=67 | |||
|blockAdv=-12 | |blockAdv=-12 | ||
|cancel= | |guardDmg=2.5*6 | ||
| | |cancel=No | ||
|deflect= | |recoil=No | ||
|deflect=No | |||
|unarmed=No | |unarmed=No | ||
|description= | |description= | ||
Line 1,021: | Line 1,194: | ||
|version=C | |version=C | ||
|damage=160 (20x8) | |damage=160 (20x8) | ||
|guardDmg=2.5*8 | |||
|guard=Mid | |guard=Mid | ||
|startup=11 | |startup=11 | ||
|active= | |active= | ||
|recovery=[ | |recovery=[39] | ||
|hitAdv=KD | |hitAdv=KD | ||
|total=81 | |||
|blockAdv=-22 | |blockAdv=-22 | ||
|cancel= | |cancel=No | ||
| | |recoil=No | ||
|deflect= | |deflect=No | ||
|unarmed=No | |unarmed=No | ||
|description=Iroha's main confirm special. The light version is the slowest version, but is only punishable to forward throw when blocked, and | |description=Iroha's main confirm special. The light version is the slowest version, but is only punishable to forward throw when blocked, and is entirely safe if spaced to be blocked outside of throw range. The medium and heavy versions are faster and do more damage, but are always properly punishable on block. When cancelled into from 4D, light pinwheel trades with most reversal light/kick normals, while the other two versions frametrap, giving Iroha some cancel pressure from a forward moving normal.<br><br> ''214A = Feet Invincibility from frame 5''. <br> ''214B = Feet Invincibility from frame 15''.<br> ''214C = Feet Invincibility from frame 11''.<br><br>''Value in [] is recovery after landing.'' | ||
}} | }} | ||
{{AttackData-SS2019 | {{AttackData-SS2019 | ||
|header=no | |header=no | ||
|version=Air | |version=Air (S) | ||
|damage=60 | |damage=60 | ||
|guard=High | |guard=High | ||
|startup=5 | |startup=5 | ||
|active= | |active= | ||
|recovery=[ | |recovery=[34] | ||
|hitAdv=KD | |hitAdv=KD | ||
|blockAdv=- | |blockAdv=-7~-10 | ||
|guardDmg=5 | |||
|cancel=No | |cancel=No | ||
| | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed=No | |unarmed=No | ||
Line 1,051: | Line 1,227: | ||
{{AttackData-SS2019 | {{AttackData-SS2019 | ||
|header=no | |header=no | ||
|version=Air (deep hit) | |version=Air S (deep hit) | ||
|damage=120 (20x6) | |damage=120 (20x6) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery=[34] | ||
|hitAdv=KD | |hitAdv=KD | ||
|blockAdv=-7 | |blockAdv=-7 | ||
|guardDmg=5*6 | |||
|cancel=No | |cancel=No | ||
| | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed=No | |unarmed=No | ||
Line 1,070: | Line 1,247: | ||
{{MoveData | {{MoveData | ||
|image=SS_Iroha_2146D.png | |image=SS_Iroha_2146D.png | ||
|hitbox=iroha-2146d-hb.png | |||
|caption= | |caption= | ||
|name=Rain Hollyhock | |name=Rain Hollyhock | ||
Line 1,080: | Line 1,258: | ||
|active=15 | |active=15 | ||
|recovery=12 | |recovery=12 | ||
|total=30 | |||
|hitAdv=Varies | |hitAdv=Varies | ||
|blockAdv=N/A | |blockAdv=N/A | ||
|guardDmg= | |||
|cancel=N/A | |cancel=N/A | ||
| | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed=Yes | |unarmed=Yes | ||
Line 1,094: | Line 1,274: | ||
{{MoveData | {{MoveData | ||
|image=SS_Iroha_WFT.png | |image=SS_Iroha_WFT.png | ||
|caption= | |hitbox=iroha-wft-hb.png | ||
|image2=SS_Iroha_WFT_Attack.png | |||
|caption=''And....'' | |||
|caption2=''LET'S BEYBLADE!'' | |||
|name=Gale-force Drop | |name=Gale-force Drop | ||
|input=236B+C | |input=236B+C | ||
Line 1,100: | Line 1,283: | ||
{{AttackData-SS2019 | {{AttackData-SS2019 | ||
|version= | |version= | ||
|damage= | |damage=378 (441) | ||
|guard=Mid | |guard=Mid | ||
|startup=1+13 | |startup=1+13 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv=KD | |hitAdv=KD | ||
|total=125 | |||
|blockAdv=-41~-39 | |blockAdv=-41~-39 | ||
|cancel=No | |cancel=No | ||
| | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed=No | |unarmed=No | ||
|description=Iroha's WFT. Holding | |description=Iroha's WFT. Holding left or right during the motion will allow you to steer it, which is required for some specific combos. Most of the damage (312 out of 378) occurs in the last hit. This WFT can be easily comboed into from 4D or n.5B, or 2C in the corner on specific* characters. <br><br>''([https://wiki.gbl.gg/w/Samurai_Shodown/Iroha#Combos See Combos section for specifics])'' | ||
}} | }} | ||
}} | }} | ||
Line 1,118: | Line 1,302: | ||
{{MoveData | {{MoveData | ||
|image=SS_Iroha_SSM_whiff.png | |image=SS_Iroha_SSM_whiff.png | ||
|hitbox=iroha-ssm-hb.png | |||
|image2=SS_Iroha_SSM_hit1.png | |image2=SS_Iroha_SSM_hit1.png | ||
|image3=SS_Iroha_SSM_hit2.png | |image3=SS_Iroha_SSM_hit2.png | ||
Line 1,130: | Line 1,315: | ||
|startup=10+20 | |startup=10+20 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv=KD | |hitAdv=KD | ||
|total=106 | |||
|blockAdv=N/A | |blockAdv=N/A | ||
|cancel=No | |cancel=No | ||
| | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed=No | |unarmed=No | ||
Line 1,143: | Line 1,329: | ||
==Combos== | ==Combos== | ||
===Midscreen=== | ===Midscreen=== | ||
* '''( | * '''(n.5A/n.2A/2D) xx 214C''' <br>''Optimal combo from lights/kicks.'' | ||
* '''(6CD/j.C)...''' | * '''(n.5A/2D) xx 623C''' <br>''More damage than the combo above, but only connects in point-blank range or corner.'' | ||
**'''5C'''<br> | * '''n.5B xx 214C / 623B/C / WFT''' <br>''Medium punish combo.'' | ||
**'''4D xx 623C'''<br>''Optimal damage from a jump-in or throw midscreen.'' | * '''2C xx 214C / WFT''' <br>''Heavy punish combo.'' | ||
**''' | * '''(6CD/j.C deep hit)...''' | ||
*''' | **'''5C / n.5C'''<br> | ||
*'''236A | **'''4D xx 623C / WFT'''<br>''Optimal damage from a jump-in or throw midscreen. n.5B combos deal the same damage but cover shorter distance.'' | ||
*'''j.B (deep hit) 2C xx 214C'''<br>''Decent damage but not useful.'' | |||
*'''(j.A/j.D/6D/5D) xx 623C'''<br>''Decent damage but fairly punishable on block.'' | |||
*'''5D xx 214A/B/C'''<br>''Hits cross up against forward roll and dodges throws.'' | |||
*'''j.D xx 214A/B/C'''<br>''Air cross up combo, late cancel 214S to connect all 7 hits.'' | |||
*'''236A n.5B xx 214C'''<br>''Meaty fireball combo, only connects at point-blank range.'' | |||
*'''236A/B Lightning Blade'''<br>''Issen Combo.'' | |||
===Corner=== | ===Corner=== | ||
*'''6CD 2C xx 214C'''<br>''Optimal damage from a throw in the corner.'' | *'''6CD 2C xx 214C'''<br>''Optimal damage from a throw in the corner.'' | ||
*'''6CD 2C xx | *'''6CD 2C xx WFT'''<br>''Character-specific combo. Hold forward during WFT for it to connect after 2C.''<br>'''DOES NOT WORK ON: Charlotte, Darli, Galford, Hanzo, Mina, Shiki, Wan-Fu, Yashamaru, Yoshitora''' | ||
*'''236A 2D xx 214C / 623C''' | *'''j.C (deep hit) 6D xx 623A/B 5A/2A xx 214C'''<br>''Fancy combo, deals same damage as n.5B xx 214C and doesn't work against crouching opponent except Earthquake (Hold forward after air DP to make sure you always get close 5A.)'' | ||
*'''236A | *'''5D xx 623A/B 5A/2A xx 214C'''<br>''Fancy combo 2.'' | ||
*'''236A 5C'''<br>''Connects at mid screen away from corner or when 236A hits meaty.'' | |||
*'''236A 4D xx 623C / WFT'''<br>''Connects only at the distance of one back dash away from corner.'' | |||
*'''236A 2D xx 214C / 623C'''<br>''Meaty fireball combo.'' | |||
*'''236A n.5B xx 623B/C / WFT'''<br>''Meaty fireball combo 2.'' | |||
*'''(n.5B/2C) xx 214B n.5A/n.2A xx 236A / 236B'''<br>''Air reset fireball combo, the opponent can interrupt 236A, but 236B beats 5 framers and forward throw.'' | |||
*'''4D n.5A xx 236A xx (n.5B combos)'''<br>''Air reset fireball combo, 236A beats 5 framers but lose to forward throw.'' | |||
===Guard Crush=== | |||
* '''n5C...'''<br>''Combo second hit...'' | |||
** '''Lighting Blade'''<br>''Universal Issen combo, combo from second hit.'' | |||
* '''5C...'''<br>''After recovery...'' | |||
** '''2C xx 214C / WFT''' <br>''Follow up with 2C, massive damage.'' | |||
** '''SSM''' <br>''SSM follow up. (Be careful with opponent bursting to avoid it)'' | |||
* '''n5C...'''<br>''Cancel second hit...'' | |||
** '''2146D''' <br>''Parry so the second hit wouldn't come out.'' | |||
*** '''2C xx 214C / WFT''' <br>''Follow up with 2C, massive damage.'' | |||
*** '''SSM''' <br>''SSM follow up. (Be careful with opponent bursting to avoid it)'' | |||
* '''5C...'''<br>''Cancel recovery...'' | |||
** '''Lighting Blade'''<br>''Universal Issen combo.'' | |||
==Videos== | ==Videos== | ||
*[https://twitter.com/sonic_sol/status/1260800926417387522 Iroha | *[https://www.youtube.com/watch?v=N5LNGOZYQQI Iroha Tutorial and Combos (by "LegendaryWolf Shirou")] | ||
*[https://twitter.com/sonic_sol/status/1260800926417387522 Iroha Setplay Concepts (by "SonicSol")] | |||
*[https://twitter.com/i/events/1263663082284281856 Iroha's Skills (by "Densetsu no Otaku")] | |||
*[https://www.youtube.com/watch?v=T7CCx5B2V2Y&t=1h11m11s WATANABE PRESIDENT vs Masato] | |||
==Colors== | ==Colors== |
Latest revision as of 12:40, 15 June 2024
いろは, Iroha |
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Introduction
Iroha is a high mobility character with a plethora of options to move around the screen and control space. She can use her fireball and various air specials to keep the opponent at bay, move closer, or just control space around her. She also sports good mixup options once she’s up close, which all dovetails into a style that centers around shutting opponents down.
However, she cannot cancel her dash early, and lacks dashing normals, making it a little more difficult to play a normal grounded game. Additionally, her flexibility in the air is offset by how vulnerable she is when landing from special moves, and she gets less damage out of most interactions than most other characters do.
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Strengths | Weaknesses |
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Gameplan
Iroha can play both a keep out game or a rushdown pressure game style. Her double jump gives her good air mobility. Her fireball is one of the best projectiles in the game. It can virtually reach anywhere on the screen as it can be used in air. It also allows a follow up attack on hit. All of Iroha's attack specials can be used in the air, making her an unique air specialist as her air normals can combo into her air specials.
Neutral
Iroha has strong neutral buttons. All of her far lights and mediums are great pokes. Her low kick is fast and has great reach. Her fireball is good for zoning, and also great for pressure due to the plus frames and the ability to combo from it on hit. Her DP makes a great anti-air. FB and DP great for sitting out on a life lead.
Her double jump and air specials gives her great aerial fight options. It's hard to for the opponent to AA Iroha or to contest her air game due to how high she jumps. It's something that can be exploited to challenge the opponents' ability to work against it. Her double jump allows her to face the other side in the air, which is extremely useful as the game doesn't auto correct air normals or specials.
She doesn't have a dash making her one of the most unique characters of the cast, which can make her hard to get used to at first. She can TK her air specials with Kara cancels through back dash and 6D, it's great for pressure on the ground. She's airborne very close to the ground, making combos from the opponent being impossible to connect.
Okizeme
With her air specials she got a great High/Low mix-up with 6D into 214S (which also crossed up when used up close), and her 3D as a low slide. Her back dash into 214S is a great meaty tool on forward roll, as it can also catch the opponent off guard. She can also use her FB for Oki, the light one gives a lot of pressure with plus frames on both block and hit. 6D into 236A can allow for meaty FB combo, see combo section.
She may use her jumps to deceive the opponent by changing her jump angles by double jumping and by using an air special. Her unique moveset makes her a good pressure keeper, so try her moves in different combinations to mix with the opponent's head. Here are some video references of the setups possible: Iroha setplay concepts by SonicSol and Iroha's skills by Densetsu no Otaku.
Rain Hollyhock (2146D)
Iroha's Parry is a unique one, since it allows the move's animation to go through, the opponent usually whiffs their move completely. This is particularly useful as the opponent can't rage explode out of their recovery frames, so the follow up attack is guaranteed. It's available while unarmed, which helps with retrieving her weapon more easily. It has a long active frame with short recovery making it a good parry to be used in this game.
Normal Moves
Far Slashes
5A
5A
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5B
5B
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5C
5C Yeet Yeet
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2A
2A
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2B
2B
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2C
2C
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Near Slashes
n.5A
n.5A
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n.5B
n.5B
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n.5C
n.5C
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Toggle Hitboxes Toggle Hitboxes
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n.2A
n.2A
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Kicks
5D
5D
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6D
6D
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2D
2D
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3D
3D
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Air Normals
j.A
j.A
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j.B
j.B
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j.C
j.C
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Toggle Hitboxes Toggle Hitboxes
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j.D
j.D
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Toggle Hitboxes Toggle Hitboxes
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Unarmed Normals
While Iroha keeps her double jump, she is relatively limited without her weapons as she loses all of her specials (aside from parry). So try to get your blades back as soon as possible!
u.5S
u.5S
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Toggle Hitboxes Toggle Hitboxes
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u.2S
u.2S
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ju.S
ju.S
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Toggle Hitboxes Toggle Hitboxes
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Universal Mechanics
Guard Break
Guard Break (Throw) 5C+D / 6C+D (Forward Throw) 4C+D (Back Throw) 4C+D
(Back Throw) |
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Toggle Hitboxes Toggle Hitboxes
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Surprise Attack
Surprise Attack (Overhead)
5B+C |
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Toggle Hitboxes Toggle Hitboxes
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Dodge
Dodge
5A+B |
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Toggle Hitboxes Toggle Hitboxes
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Stance Break
Stance Break
A+B during Just Defense |
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Toggle Hitboxes Toggle Hitboxes
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Counter / Blade Catch
Counter / Blade Catch 236A+B Counter Counter Blade Catch Blade Catch
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Rage Explosion
Rage Explosion
5A+B+C |
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Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion |
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Toggle Hitboxes Toggle Hitboxes
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Command Moves
Iron Feather Ridge
Iron Feather Ridge
4D |
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Toggle Hitboxes Toggle Hitboxes
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Double Jump
Double Jump
j.7/8/9 |
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Toggle Hitboxes Toggle Hitboxes
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Special Moves
236X
Wind Slash 236X or j.236X 236S 236S 236D 236D j.236S j.236S j.236D j.236D
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Toggle Hitboxes Toggle Hitboxes
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623S
Dew Drizzle
623S or j.623S |
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214S
Pinwheel 214S or j.214S 214S 214S j.214S j.214S
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2146D
Rain Hollyhock
2146D |
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Toggle Hitboxes Toggle Hitboxes
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Supers
Weapon Flipping Technique
Gale-force Drop 236B+C And.... And.... LET'S BEYBLADE! LET'S BEYBLADE!
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Toggle Hitboxes Toggle Hitboxes
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Super Special Move
Crane's Dance
641236C+D |
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Toggle Hitboxes Toggle Hitboxes
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Combos
Midscreen
- (n.5A/n.2A/2D) xx 214C
Optimal combo from lights/kicks. - (n.5A/2D) xx 623C
More damage than the combo above, but only connects in point-blank range or corner. - n.5B xx 214C / 623B/C / WFT
Medium punish combo. - 2C xx 214C / WFT
Heavy punish combo. - (6CD/j.C deep hit)...
- 5C / n.5C
- 4D xx 623C / WFT
Optimal damage from a jump-in or throw midscreen. n.5B combos deal the same damage but cover shorter distance.
- 5C / n.5C
- j.B (deep hit) 2C xx 214C
Decent damage but not useful. - (j.A/j.D/6D/5D) xx 623C
Decent damage but fairly punishable on block. - 5D xx 214A/B/C
Hits cross up against forward roll and dodges throws. - j.D xx 214A/B/C
Air cross up combo, late cancel 214S to connect all 7 hits. - 236A n.5B xx 214C
Meaty fireball combo, only connects at point-blank range. - 236A/B Lightning Blade
Issen Combo.
Corner
- 6CD 2C xx 214C
Optimal damage from a throw in the corner. - 6CD 2C xx WFT
Character-specific combo. Hold forward during WFT for it to connect after 2C.
DOES NOT WORK ON: Charlotte, Darli, Galford, Hanzo, Mina, Shiki, Wan-Fu, Yashamaru, Yoshitora - j.C (deep hit) 6D xx 623A/B 5A/2A xx 214C
Fancy combo, deals same damage as n.5B xx 214C and doesn't work against crouching opponent except Earthquake (Hold forward after air DP to make sure you always get close 5A.) - 5D xx 623A/B 5A/2A xx 214C
Fancy combo 2. - 236A 5C
Connects at mid screen away from corner or when 236A hits meaty. - 236A 4D xx 623C / WFT
Connects only at the distance of one back dash away from corner. - 236A 2D xx 214C / 623C
Meaty fireball combo. - 236A n.5B xx 623B/C / WFT
Meaty fireball combo 2. - (n.5B/2C) xx 214B n.5A/n.2A xx 236A / 236B
Air reset fireball combo, the opponent can interrupt 236A, but 236B beats 5 framers and forward throw. - 4D n.5A xx 236A xx (n.5B combos)
Air reset fireball combo, 236A beats 5 framers but lose to forward throw.
Guard Crush
- n5C...
Combo second hit...- Lighting Blade
Universal Issen combo, combo from second hit.
- Lighting Blade
- 5C...
After recovery...- 2C xx 214C / WFT
Follow up with 2C, massive damage. - SSM
SSM follow up. (Be careful with opponent bursting to avoid it)
- 2C xx 214C / WFT
- n5C...
Cancel second hit...- 2146D
Parry so the second hit wouldn't come out.- 2C xx 214C / WFT
Follow up with 2C, massive damage. - SSM
SSM follow up. (Be careful with opponent bursting to avoid it)
- 2C xx 214C / WFT
- 2146D
- 5C...
Cancel recovery...- Lighting Blade
Universal Issen combo.
- Lighting Blade
Videos
- Iroha Tutorial and Combos (by "LegendaryWolf Shirou")
- Iroha Setplay Concepts (by "SonicSol")
- Iroha's Skills (by "Densetsu no Otaku")
- WATANABE PRESIDENT vs Masato
Colors
External Links
- Twitter hashtag: #SS_IR