Samurai Shodown/Iroha: Difference between revisions

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  |deflect=No
  |deflect=No
  |unarmed=No
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  |description=Iroha's fireball. The slash versions each have progressively faster startups and travel speeds per strength, 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). If you're using a fireball for neutral, TK for best results as this reduces the recovery quite a bit.
  |description=Iroha's fireball. The slash versions each have progressively faster startups and travel speeds per strength, 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..
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  |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. A properly inputted TK fireball is still low enough to the ground to hit crouchers, and recovers faster than a grounded fireball, so this is your best option for grounded zoning. 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 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.
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Revision as of 12:54, 14 May 2020

Iroha
いろは

Introduction

The second most popular character in the SamSho franchise returns to much rejoicing of all the Japanese folklore enthusiasts in the FGC.

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.

Instead of having a run, Iroha has a fixed-range hop-like dash that is airborne starting from frame 6. She can hop over grounded projectiles and low-hitting normals with her dash, but she must always commit to the full animation, and she lacks any dashing normals.

Strengths Weaknesses
  • Above average walkspeed and hop-dash that can high profile normals and fireballs
  • Amazing air mobility with a double jump and multiple air specials
  • Strong high/low mixup
  • Good fireball that can be TK’d to reduce recovery
  • No traditional run makes it harder to chase rolls or force throw mixup
  • Mediocre ground normals and no running normals
  • Generally quite low average damage
  • Air specials have a fair amount of landing recovery and can be baited

Data

  • Damage Taken: 105%
  • Rage Factor: 0.26
  • Rage Duration: 10 seconds
  • Jump: 46 frames (Average. Has a Double Jump)
  • Forward Walk Speed: 0.3 (Average)
  • Back Walk Speed: 0.23 (Average)
  • Forward Step: 23 frames (Feet Invul 6F)
  • Back Dash: 27 frames (Cancelable 12-14F)
  • Weapon Pickup / Drop: 40 / 60 frames


Gameplan

Similar to the Strategy section of the 5sp wiki pages. List Iroha's archetype, strengths, weaknesses, etc. Sample subsections could include Neutral, Okizeme, etc.

Neutral

Okizeme

Normal Moves

Unless otherwise noted, the "recovery" section on most moves refers to the move's total duration, and not just the recovery frames.

Far Slashes

5A
5A
SS Iroha 5A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 6 - 21 - -3 -5 - No - Yes No

Pretty standard far light slash, but not special cancelable, making it a pretty low-reward poke.

5B
5B
SS Iroha 5B.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 Mid 11 - 31 - ±0 -12 - No - Yes No

Somewhat stubby medium slash. Also not special cancelable, so your damage ends here.

5C
5C
SS Iroha 5C.png
Yeet
Yeet
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
250 Mid 16 10 57 - KD(+82) -19~-10 - No - No No

One of Iroha's 2 replacements for running normals. This normal goes a bit over half screen at max range and is an excellent option for punishing far whiffs or other distant mistakes from your opponent. Also happens to be Iroha's highest damage normal, and the knockdown allows her to set up her high/low vortex. It's airborne and can jump over some very low profile projectiles (including Kyoshiro's wave, Rimururu's rolling iceball and ice trap, Ruixiang's trap, etc). It's not an overhead despite how it looks, and it's non-deflectable.

2A
2A
SS Iroha 2A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 6 - 21 - -3 -5 - No - Yes No

Crouching alternative to f.5A. Again, no special cancel here.

2B
2B
SS Iroha 2B.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
90 Mid 10 - 33 - -3 -12 - No - Yes No

Effectively identical to f.5B, but crouching, again. Still no special cancel.

2C
2C
SS Iroha 2C.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
150 Mid 18 - 33 - -3 -12 - Yes - Disarm No

Very slow anti-air normal. For some reason, this button is special cancelable, though this is generally only relevant in the corner after a forward throw. Does have a pretty strong anti-air hitbox if done pre-emptively enough.

Near Slashes

n.5A
n.5A
SS Iroha n5A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 5 - 19 - -2 -5 - Yes - Yes No

Standard close light. Combos into 623B or 214C. Good for punishes on safer things. In general, Iroha's only cancelable normals are close normals such as this one, which limits her damage from grounded neutral somewhat.

n.5B
n.5B
SS Iroha n5B 1.png
SS Iroha n5B 2.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
80 (40, 40) Mid 8, 24 - 45 - -1 -12 - Yes - Yes No

Close medium slash with 2 hits. Both hits are special cancelable, making this very easy to confirm. Combos into most versions of 214S or 623S, as well as WFT. Good for punishes, mainly.

n.5C
n.5C
SS Iroha n5C 1.png
SS Iroha n5C 2.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
220 (160, 60) Mid 14 - 59 - -1 -28 - Yes - Disarm No

Standard close heavy slash, with 2 hits. Good for close punishes or recoil mindgames.

n.2A
n.2A
SS Iroha n2A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 5 - 17 - ±0 -5 - Yes - Yes No

Standard close light. Combos into 623B or 214C.

Kicks

5D
5D
SS Iroha 5D.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 12 - 27 - -3 -6 - No - No Yes

Iroha hops and kicks. Like her dash, this move has high-profile and can go over low hitting moves and grounded projectiles.

Foot invincibility from frames 7 to 21.

6D
6D
SS Iroha 6D.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
20 High 25,27 1,2 47 - -2 -9~-8 - Yes - No Yes

Iroha does a hop forward and kicks. This normal helps to define the core of Iroha's mixup, as it can be kara cancelled into any of her air specials during the startup. 6D kara'd into 214S is a very fast, far-range overhead that knocks down, and can also cross up on a crouching opponent at closer ranges. When used in tandem with her 2D and 3D Iroha has a low damage but very annoying high/low vortex that can loop continuously as long as your opponent continues guessing wrong. The normal itself is also an overhead, and more rewarding combos can be done on bigger bodies by canceling into 623L after the first hit.

2D
2D
SS Iroha 2D.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
20 Low 6 - 19 - -1 -4 - Yes - No Yes

Short ranged, cancelable low kick. At closer ranges, this can be buffered into 214H to catch an opponent who is standing up in anticipation of a kara 214S, though this is not confirmable.

3D
3D
SS Iroha 3D.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
70 Low 12 9 42 - KD(+94) -14~-6 - No - No Yes

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.

4D
4D
SS Iroha 4D.png
Iron Feather Ridge
Iron Feather Ridge
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
80 Mid 18 - 43 - KD(+112) -12 - Yes - No Yes

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.

Air Normals

j.A
j.A
SS Iroha jA.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 High 8 - - - - - - No - No No

Standard jumping light. Good twitch reaction air-to-air if you're not prepared for 214S.

j.B
j.B
SS Iroha jB.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 High 10 - - - - - - No - No No

Standard jumping medium, and another decent twitch reaction air-to-air.

j.C
j.C
SS Iroha jC.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
140 High 14 - - - - - - No - No No

Iroha's best jumping normal for jump-ins, and also a relatively decent air-to-air. Despite how it looks, this button can cross-up at specific angles as well.

j.D
j.D
SS Iroha jD.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 High - - - - - - - Yes - No No

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.

Unarmed Normals

u.5S
u.5S
SS Iroha u5S.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 6 - 25 - 1 -4 - No - No Yes

Somewhat weak-looking jab. While Iroha keeps her double jump, she is relatively limited without her weapons as she loses all of her specials (aside from parry). Try to get your blades back.

u.2S
u.2S
SS Iroha u2S.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 5 - 25 - ±0 -5 - No - No Yes

Same as u.5S, but crouching instead.

ju.S
ju.S
SS Iroha juS.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 High 6 - - - - - - No - No Yes

Same as u.5S, but in the air instead.

Universal Mechanics

Guard Break
Guard Break (Throw)
5/6C+D / 4C+D
SS Iroha 5CD.png
Neutral / Forward Throw
Neutral / Forward Throw
SS Iroha 4CD.png
Back Throw
Back Throw
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Neutral / Forward 0 Throw 3 - 74 - +20 N/A - No - No Yes

Universal throw. Best followed up with 5C or 4D midscreen. (See below for combos).

Back 0 Throw 5 - 74 - +25 N/A - No - No Yes

Universal throw. Best followed up with 5C or 4D midscreen. (See below for combos).

Surprise Attack
Surprise Attack (Overhead)
5B+C
SS Iroha 5BC.png
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Armed 70 High 20 - 44 - +1 -12 - No - No No

Universal overhead. Moves Iroha forward a bit, but cannot be kara cancelled like 6K. You have better overhead options than this.

Unarmed 70 High 20 - 44 - KD(+99) -12 - No - No Yes

Unarmed overhead. Identical animation, but now knocks down, giving you a chance to retrieve your weapon.

Dodge
Dodge
5A+B
SS Iroha 5AB.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - 1 16 38 - - - - - - - -

Universal dodge.

Complete invincibility from frames 1 to 10. Strike invincibility from frames 11 to 16.

Counter / Blade Catch
Counter / Blade Catch
236A+B
SS Iroha 236AB.png
Counter
Counter
SS Iroha u236AB.png
Blade Catch
Blade Catch
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Armed 0 N/A 2 11 34 - +35~+59 N/A - N/A - N/A No

Universal counter. Allows you to follow up with a guaranteed attack of your own. The amount of time you have to followup depends on the strength of the attack you counter, with heavy attacks staggering the opponent for the longest amount of time. Additionally, if you counter a heavy slash or a running slash, your opponent will be disarmed.

Disarmed 0 N/A 2 12 22 - KD N/A - N/A - N/A Yes

Universal counter. While disarmed, your counter will disarm and knock away your opponent regardless of slash level countered.

Rage Explosion
Rage Explosion
5A+B+C
SS Iroha 5ABC.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 No 21 1 58 - 0 - - - - No -

Unblockable pushback attack.

Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion
SS Iroha Issen.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
300~709 Mid 9 - - - KD -44 - No - No No

Has full invincibility and can anti-air. Damage scales up based on remaining rage explosion gauge.

Command Moves

Double Jump
Double Jump
j.7/8/9
SS Iroha j789.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - - - - - - - - - - - Yes

Iroha can jump a second time in the air. She cannot double jump after already committing to a move in the air, such as a normal or a special, but she can double jump at almost any point in her jump arc.

Special Moves

236X
Wind Slash
236S or j.236S
SS Iroha 236X.png
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A 60 Mid 36 - 55 - +8 +8 - No - No No
B 60 Mid 26 - 50 - +3 +3 - No - No No
C 60 Mid 26 - 55 - -2 -2 - No - No No
D 60 Mid 26 - 55 - -2 -2 - No - No No

Iroha's fireball. The slash versions each have progressively faster startups and travel speeds per strength, 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..

Air 60 Mid 26 - 10 frames after landing - +3 +3 - No - No No

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.

623S
Dew Drizzle
623S or j.623S
SS Iroha 623S.png
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A 100 (30x2, 40) Mid 19 - 70 - KD -10 - No - No No
B 140 (25x4, 40) Mid 10 - 90 - KD -60~-52 - No - No No
C 178 (23x6, 40) Mid 10 - 86 - KD -51~-47 - No - No No
Rage 216 ((12x12, 40) * 1.2) Mid 10 - 86 - KD -49 - No - No No

Iroha's DP. The A version travels completely horizontally, while the B and C versions both anti-air at different angles. Her DP follows the current rules of the game, with the B version having anti-air invincibility and the C version having complete invincibility. The C version is your optimal combo ender when you can combo into it, as well as being a very strong reversal and anti-air option. When in rage, Iroha's C DP gains extra hits and damage.

A (air) 30 Mid 12 - [14] - +5~+7 -5~-7 - No - No No
B (air) 30 Mid 10 - [14] - +5~+7 -5~-7 - No - No No
C (air) 160 (20x6, 40) Mid 8 - [14] - KD -15~-19 - No - No No
Rage (air) 216 ((12x12, 40) * 1.2) Mid 8 - [14] - KD -15~-19 - No - No No

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 (with the A version recovering before Iroha hits the ground if done high enough) and do not knock 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. Numbers in [] are landing recovery frames. (5D xx J623A/B Hit+5 Block-5, 6D xx J623A/B Hit+7 Block-7, 5D xx J623C Block-15, 6D xx J623C Block-19)

214S
Pin Wheel
214S or j.214S
SS Iroha 214S.png
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A 80 (20x4) Mid 19 16 54 - KD -3~±0 - - - - No
B 120 (20x6) Mid 15 - [29] - KD -12 - - - - No
C 160 (20x8) Mid 11 - [29] - KD -22 - - - - No

Iroha's main confirm special. The light version is the slowest version, but is only punishable to forward throw when blocked, and effectively 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. Numbers in [] are landing recovery frames.

Air 60,60 High 5 - [29] - KD -13 - - - - No

Air version of Pin Wheel. This move is amazing. This can be kara canceled into from 6D for a very fast overhead that knocks down. If done from a normal jump, it will be active for the entirety of Iroha's jump arc, making it an excellent air-to-air option combined with its strong hitbox priority. Usually it only hits once, but sometimes it hits twice (mostly against airborne opponent).

Deep Air 120 (20x6) Mid ? - ? - KD -7 - - - - No

While cancelling Pin Wheel from backdash or 5D, or from jumping right before landing, it becomes a mid instead of an overhead, but it will behave like the ground version on hit. Canceling into this move at the correct height after j.D can create rather nasty crossups.

2146D
Rain Hollyhock
2146D
SS Iroha 2146D.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 - 4 15 30 - - - - - - No Yes

Iroha's parry. This parry will only work against mid and high hitting normals and specials, and won't parry lows, WFT, SSM, Lighting Blade, or unblockable attacks like throws. Iroha must perform her own followup after the parry, though she can act immediately after parrying, and she can also repeatedly input the parry to parry multi-hitting moves. Additionally, your opponent cannot rage explode after being parried; they can only attempt to burst out of the potential followup punish. It's avaiable while disarmed as well.

Supers

Weapon Flipping Technique

Gale-force Drop
236B+C
SS Iroha WFT.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
315((5*11)+260,378,379) Mid 1+13 - 125 - KD -41~-39 - No - No No

Iroha's WFT. Holding forward after performing the motion will allow you to steer Iroha forward, which is required for some specific combos into it. This can be easily comboed into from 4D or c.5B, and in the corner, from 2C on specific* characters. Currently its damage barely increases during rage explosion.

(See Combos section for specifics.)

Super Special Move

Crane's Dance
641236C+D
SS Iroha SSM whiff.png
SS Iroha SSM hit1.png
SS Iroha SSM hit2.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
680 Throw 10+20 - 106 - KD N/A - No - No No

Iroha's SSM, complete with the "classic" animation. This SSM is a command grab, though it can be avoided after the flash on reaction by holding up. It will still combo after a deflect, and has a surprising amount of range in that situation. Due to being able to avoid it on reaction, it's unlikely you'll land this outside of a deflect, punish, or a specific setup.

Combos

Midscreen

  • (c.5A/c.2A/2D) xx 214C
    Optimal combo from lights/kicks.
  • (6CD/j.C)...
    • 5C
    • 4D xx 623C
      Optimal damage from a jump-in or throw midscreen.
    • 4D xx 236BC
      Combo into WFT from a jump in or throw.
  • 6D xx j.623A/B 5A xx 214C
    Big body overhead combo. Hold forward after air DP to make sure you always get close 5A.
  • 236A c.5B xx 214C
    Wake up pressure combo, only connects at point-blank range.

Corner

  • 6CD 2C xx 214C
    Optimal damage from a throw in the corner.
  • 6CD 2C xx 236BC
    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
  • 236A 2D xx 214C / 623C
  • 236A c.5B xx 623C / 236BC
    Meaty fireball combo examples.

Videos

Colors

SS Iroha 1.png
SS Iroha 2.png
SS Iroha 3.png
SS Iroha 4.png


External Links


General
FAQ
Controls
Mechanics
Patch Notes
System Data
Characters
Amakusa
Baiken
Basara
Cham Cham
Charlotte
Darli
Earthquake
Galford
Genjuro
Gongsun Li
Hanzo
Haohmaru
Hibiki
Iroha
Jubei
Kazuki
Kyoshiro
Mina
Nakoruru
Rimururu
Shiki
Shizumaru
Sogetsu
Tam Tam
Ukyo
Wan-Fu
Warden
Wu
Yashamaru
Yoshitora