|
|
Line 992: |
Line 992: |
| |startup=19 | | |startup=19 |
| |active=16 | | |active=16 |
| |recovery=54 | | |recovery=20 |
| |hitAdv=KD | | |hitAdv=KD |
| |blockAdv=-3~±0 | | |blockAdv=-3~±0 |
Line 1,031: |
Line 1,031: |
| |deflect= | | |deflect= |
| |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 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.<br><br>''Value in [] is recovery after landing.'' | | |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>''Value in [] is recovery after landing.'' |
| }} | | }} |
| {{AttackData-SS2019 | | {{AttackData-SS2019 |
Revision as of 13:20, 14 May 2020
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
|
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
|
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 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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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. 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.
Foot invincibility from frames 7 to 21.
|
|
6D
6D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
20
|
High
|
25, 27
|
1, 2
|
19
|
-
|
-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
|
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
|
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 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
|
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
|
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
|
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
|
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
|
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
|
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
|
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 Neutral / Forward Throw Neutral / Forward Throw 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
|
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
|
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 Counter Counter 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
|
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
|
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
|
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.
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Special Moves
236X
Wind Slash 236S or j.236S
|
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
|
-
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No
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No
|
D
|
60
|
Mid
|
26
|
-
|
55
|
-
|
-2
|
-2
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-
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No
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-
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No
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No
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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]
|
-
|
+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.
Value in [] is recovery after landing.
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623S
Dew Drizzle 623S or j.623S
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
100 (30x2 + 40)
|
Mid
|
19
|
-
|
70
|
-
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KD
|
-10
|
-
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No
|
-
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No
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No
|
B
|
140 (25x4 + 40)
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Mid
|
10
|
-
|
90
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-
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KD
|
-60~-52
|
-
|
No
|
-
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No
|
No
|
C
|
178 (23x6 + 40)
|
Mid
|
10
|
-
|
86
|
-
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KD
|
-51~-47
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-
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No
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-
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No
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No
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Rage
|
216 ((12x12 + 40) x 1.2)
|
Mid
|
10
|
-
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86
|
-
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KD
|
-49
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-
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No
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-
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No
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No
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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.
B version has anti-air invincibility from frame 1.
C version has complete invincibility from frame 1.
|
A (air)
|
30
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Mid
|
12
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-
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[14]
|
-
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+5~+7
|
-5~-7
|
-
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No
|
-
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No
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No
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B (air)
|
30
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Mid
|
10
|
-
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[14]
|
-
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+5~+7
|
-5~-7
|
-
|
No
|
-
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No
|
No
|
C (air)
|
160 (20x6 + 40)
|
Mid
|
8
|
-
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[14]
|
-
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KD
|
-15~-19
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-
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No
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-
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No
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No
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Rage (air)
|
216 ((12x12 + 40) x 1.2)
|
Mid
|
8
|
-
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[14]
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-
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KD
|
-15~-19
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-
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No
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-
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No
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No
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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.
Value in [] is recovery after landing.
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214S
Pin Wheel 214S or j.214S
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
80 (20x4)
|
Mid
|
19
|
16
|
20
|
-
|
KD
|
-3~±0
|
-
|
-
|
-
|
-
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No
|
B
|
120 (20x6)
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Mid
|
15
|
-
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[29]
|
-
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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 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.
Value in [] is recovery after landing.
|
Air
|
60 + 60*
|
High
|
5
|
-
|
[29]
|
-
|
KD
|
-13
|
-
|
No
|
-
|
No
|
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.
* Occasionally, this version of the move will hit twice, generally against airborne opponents high in their jump arc.
|
Air (deep hit)
|
120 (20x6)
|
Mid
|
-
|
-
|
-
|
-
|
KD
|
-7
|
-
|
No
|
-
|
No
|
No
|
When using this move as low to the ground as possible, it triggers a unique deep hit animation where it becomes a mid instead of an overhead. It will behave like the ground version on hit, dealing more damage and being safer on block. Canceling a backdash or 5D startup into air Pin Wheel can achieve the correct height easily. Additionally, canceling into this move at the correct height after j.D can create rather nasty crossups.
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|
2146D
Rain Hollyhock 2146D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
N/A
|
4
|
15
|
12
|
-
|
Varies
|
N/A
|
-
|
N/A
|
-
|
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 available while disarmed as well.
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|
Supers
Weapon Flipping Technique
Gale-force Drop 236B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
315 ((11*5) + 260) * 1.2)
|
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
|
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
External Links