127 Shiki Aoihana (
All Appearances | (![]() ![]() ![]() ![]() |
Description[]
Iori strikes his opponent with his following fist via a forward sliding uppercut towards chin level, then a forward higher-uppercut with his leading fist to launch away the foe, and finishes with a leaping axe-handle that ends in him kneeling down from the drop (which hits overhead and inflicts a hard face-down knockdown).
Only for the version in the Maximum Impact games and the
version as of XIV, the final input is instead a slinging upper-arm swing with his following arm that launches the victim upwards.
Strategy[]
While a more simple kind of "rekka"-styled multi-input move series for Iori vs. the likes of Kyo's complexity, it is still nonetheless absurdly effective for not only dealing solid damage worth of three blows, but also having its final blow inflict a hard knockdown that allows Iori to start his infamous vortex game. As a result, any opener of sorts often leads into this attack, which makes Iori's offense from such vortexes extremely potent without the need to often spend resources on longer combos that will inevitably be hampered by damage scaling (especially if he can also frequently stun the foe this way).
However, Aoihana is not without its weaknesses. Firstly, the first 2 inputs are often a bit laggy, and while safe on block in a majority of older games via the pushback on block it can create, the 3rd final classic input is often an easily telegraphed overhead with a notable amount of recovery if blocked or whiffed. As a result, Aoihana unlike Kyo's multi-input series, is far more riskier to use as a pressure tool which once more forces Iori to act on instinctive conditioning, and is more rewarding only when one can confirm a guaranteed short-combo into it on hit.
While the original overhead axe-handle finisher is a definitive combo ender, the launcher finisher no doubt works in Iori's favor for starting all sorts of juggle combos. However, it normally comes out far slower than the axe-handle, which allows Iori's foe to likely break out of his pressure should he be forced to commit to it, and above all is also just as laggy on recovery.
Gallery[]
Trivia[]
- In the Mii Fighter Costumes' section of the Mr. Sakurai Presents "Terry Bogard" for Super Smash Bros. Ultimate, a Mii wearing a costume based on Iori can be seen performing a combo consisting of a Jab, Up Tilt, and Down Aerial. This is meant to mimic the Aoihana.
- Solely in the Capcom vs. SNK games, Iori instead of performing a variation of his iconic yells per input, growls per input instead (where as his Orochi/Rampaging-version uses a different set of primal growls instead).