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===Command Moves=== | ===Command Moves=== | ||
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|name=Geshiki: Yumebiki | |||
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|description=* Very good attack. It has the f.C's animation, but it is faster, and can be normal canceled. Normally, it is used after the cl.C(Alone, without the followup), and mostly for punishing, or on crossup combos. | |||
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|description=* To make this move come out, you'll need to press A before the first attack hits. If you use this move on the cl.C example, it will whiff. I like to use this follow-up after a Light Attack(Like the cl.B, or the cr.B, two low-hitting moves). It can be canceled as well. | |||
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|description=* (If used alone) O.Iori's ground overhead move. It is better than the regular Iori's, because it has better startup, and does 2 hits on most standing opponents. It can't be normal canceled too. (If used after a normal) It will be canceled on the second hit, and will lose it overhead properties. | |||
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|name=Geshiki: Yuri Ori | |||
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|description=* One of O.Iori's most important moves for doing combos. Why? Because it was made to crossup the opponent! After you jump forward, continue holding forward, and after you're above your opponent, press the B button, hit him, and begin your combo. This move can be used during a dash as well(Can be hard with him, but you still can do it), which is very useful for running away. | |||
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===Special Moves=== | ===Special Moves=== |
Revision as of 20:59, 27 September 2022
暴走 庵, Orochi Iori | |
---|---|
Difficulty | Average |
Max Mode Needed? | Up to you, but it helps |
Tier Placement | Demigod Tier (S+) |
Standing Hitbox | Short |
Crouching Hitbox | Short |
Introduction
Iori Yagami, but in his Orochi form, where he can't control himself, thanks to the resurrection of Orochi. Orochi Iori was first playable in KOF97 as a secret playable boss, and in 95/96, he almost killed his partners in the endings. Compared to regular Iori, he's significantly faster and harder to control, but makes up for it by being extremely difficult to deal with his rushdown pressure.
How to select Orochi Iori (Outside of Super Plus)
- You wish to play Orochi Iori? Just do these inputs, before the timer reaches 10 seconds:
- (Hold Start), Up(3x), Down, Left, Right, Down, Left
- Console Method: Hold R1/RT above Kim Kaphwan
Strengths | Weaknesses |
---|---|
|
|
SVC Chaos: SNK VS Capcom Frame Data Glossary | |
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Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
|
Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
|
Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
|
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
|
Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
|
Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
|
Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Moves List
Normal Moves
Note: Most of Orochi Iori's normals are the same when compared to the regular Iori's, but with some speed differences.
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 4 | 5 | 14 | +3 | +1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 4 | 7 | 16 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 2, 5 | 14 | 24 | -1 | -3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 6 | 6 | 14 | 26 | +0 | -2 | - | |
|
Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 4 | 4 | 15 | +4 | +2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 4 | 7 | 18 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 9 | 3 | 20 | 32 | -3 | -5 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 11 | 8 | 18 | 37 | -6 | -8 | - | |
|
Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 6 | 3 | 7 | 16 | +2 | +0 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Low | - | - | - | - | 6 | 5 | 5 | 16 | +2 | +0 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 8 | 5 | 16 | 29 | -1 | -3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Low | - | - | - | - | 6 | 6 | 31 | 43 | SKD | -19 | - | |
|
Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 7 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 14 | 4 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 9 | 6 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 6 | 10 | - | - | - | - | - | |
|
Command Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
| ||||||||||||||
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Special Moves
108 Shiki: Yamibarai
- QCF+P - Iori's classic projectile. It has better recovery here when you compare it to the regular Iori's, but it's just not useful for combos. Use it as a meaty attack or something like that. The button pressed will determine the speed of the projectile.
100 Shiki: Oniyaki
- DP+P - Iori's anti-air, now faster than ever. When the opponent jumps, do the motion, and you'll beat the opponent, probably. The A version does only one hit, but O.Iori will have a faster recovery(Better to anti-air), and the C version does three hits, but O.Iori will do higher(Better for combos in my opinion, as the first and the second hits can be max canceled).
127 Shiki: Aoi Hana
- QCB+P (x3) - This move just got faster(I'll copy and paste from Iori's section). This classic Rekka move is very good on punish situations, and you can do good combos on the normal mode with it. If you need, you can delay the hits(If the first one was blocked, you can delay the second one to make it hit). The button pressed will determine the speed of the punches(You can't change between the versions while doing the inputs). The 1st hit will let your opponent on the ground(It has some good combos on Max Mode involving this hit). The 2nd hit will send your opponent in the air(That means, you can juggle after it in Max Mode). The 3rd hit will act as an overhead on each version, but is very unsafe no block(No Max Mode combos with it). Do your combos with the A version from the Light Attacks(The most used, thanks to the low starters), and the C version from the Heavy Attacks(Most damaging, better for punish situations). Any hit can be max canceled too, leading to nice loops.
212 Shiki: Kototsuki In
- HCB+K - Same as the regular Iori's. O.Iori will dash and grab the opponent, but it is blockable(And very unsafe). You can use this on combos, or as an option to approach while your opponent is knocked down.
Kuzukaze
- HCB, f+P (While near from the opponent) - It is said that you can infinite with this move(By canceling a cr.A into it, and after Iori pushes the opponent, you walk/dash on his/her direction and repeat the process. Dunno if it's true, but I saw a video with it).
Super Moves
Kin 1211 Shiki: Yaotome (A.k.a. Maid Masher)
- QCF, HCB+P - This is Iori's classic super, but you can't follow it up. This one is mostly used to finish combos in the most damaging way(When you don't have the Exceed, obviously).
Ura 108 Shiki: Ya Sakazuki
- QCB, HCF+P (You can hold the button pressed to delay the attack) - Not that useful as a Super. O.Iori will charge, and when you release the button, some purple pillars will rise from the ground. If one of them hits the opponent(Assuming that he/she wasn't blocking) he/she will be stunned for a while(Where you can do anything with him). While the opponent is stunned, he will take damage, but... It won't do huge amounts of damage, like most supers. The best way to use this one is while the opponent is when its knockdown or already stunned/dizzy(You'll stun him two times! Cool, right?). (Note: While the opponent is on the purple animation, you can't use this move again. Yeah, no Super infinites for you.)
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
The Basics
O. Iori's gameplan
O.Iori is just one of those offensive-based characters, like his regular counterpart. To play him, you just need to try to combo everytime with his Rekkas, crossups and supers. Use his speed as your advantage, because he won't be an easy target for your opponent(He is kinda hard to anti-air too, thanks to his fast jump and easy crossups). When you have the opportunity, just do a combo. As an anti-air move, you have the DP. For the supers, you'll use only one(Maid Masher, the other one is just situational). You'll see some confirms below. Now, the Exceed. You can confirm it from normals, but... I don't know if it's possible to do better than that. Anyway, just be an agressive player, and you can beat any opponent. Good luck in your future matches.
Some Combos (Without Max Mode)
If you know more combos, you can add them here.
Yamibarai(QCF+P) combos:
1- [Jump Attack(Make sure you crossup, if you know what I mean)] f+A, A, QCF+C - 3 hits; 4 with a Jump Attack
Not that useful as a combo, it's just for fun. I think you can add a Light Attack before the Command Move in case you crossup the opponent(Like cl./cr.B, low-hitting moves). If you use the A version, the opponent will recover before the projectile hits.
2- [Jump Attack] cl.C, QCF+P - 2 hits; 3 with a Jump Attack
Easier than the above. Only that.
Oniyaki(DP+P) combos:
1- [Jump Attack(Make sure you crossup; Almost all of O.Iori's combos will make you need to crossup, keep that in mind)] cr.B, cr.A, DP+A - 3 hits; 4 with a Jump Attack
Cool combo with a low starter. The Rekka combos are way better than this one too... (Note: The C version is not used here because it will be an unsafe combo).
2- [Jump Attack] cl.C, DP+A - 2 hits; 3 with a Jump Attack
Does more damage than the above, but has no low starter.
Aoi Hana(QCB+P(3x)) combos:
1- [Jump Attack] cr.B, cr.A, QCB+A(3x) - 5 hits; 6 with a Jump Attack
This one is O.Iori's BnB combo without meter. Has a low starter, does nice damage, and the opponent can't recovery roll from it. If you crossup, you can add another cr.A on the combo. Learn this one, it will be important. (Note: Don't use the C version here, the opponent will recover before it hits.)
2- [Jump Attack] cl.C, f+A(Don't add the follow-up here, it will whiff), QCB+C(3x) - 5 hits; 6 with a Jump Attack
A more damaging version, but has no low starter. Use this one for punishing, and only this way. The C version needs to be used here, because it will make O.Iori move further.
3- [Jump Attack(Crossup)] cl./cr.B, f+A, A, QCB+C(3x) - 6 hits; 7 with a Jump Attack
This is an option with more hits, and has a low starter as well. I don't know if it does more damage than the above, but it's another cool option with the Rekkas.
Kukukaze(HCB, f+P) combos:
1- cl./cr.B(Optional; You can use any cancelable Light Attack instead too), HCB, f+P, f+A(Optional as well), QCB+C(3x) - 6 hits; I think you can add a crossup before it, so... 7 with a Jump Attack?
Not that hard as a combo, and pretty important as well. You should learn this one as well. (Note: If you need more damage on any of these Kukukaze combos, you can use the Maid Masher super instead of the Rekkas)
2- (While O.Iori is with his back to the corner) cl./cr.B(Or any cancelable Light Attack), HCB, f+P, (Depending of your position, you can need to walk forward here), cl./cr.B(Same as mantioned before), HCB, f+P, f+A(Optional), QCB+C(3x) - 8 hits; 9 with a Jump Attack, maybe?
Kinda strange, but it works. It's just an extension to the combo above.
3- cr.A, HCB, f+P, dash forward, repeat the process - 2n hits(Where n is the number of loops)
This is the infinite mentioned before. Dunno if it's true, because it needs a high execution level(You can get some Command/Super Moves out of it sometimes). It's a good way to build meter too, and you can easily confirm any Max Mode combo, or even the Maid Masher out of it.
Maid Masher(QCF, HCB+P) combos:
(Note: I won't add the Kukukaze into Maid Masher combos, because they are above, just switch the QCB+P(3x) into the Super's input)
1- [Jump Attack(Crossup here)] cl./cr.B, f+A, QCF, HCB+P - 10 hits; 11 if you add a Jump Attack
Pretty nice confirm. Has a low starter, and does great damage as well.
2- [Jump Attack] cl./cr.C, QCF, HCB+P - 9 hits; 10 with a Jump Attack
Does more damage than the above, but has no low starter. Only that.
Advanced Strategy
Juggling Deadly Flowers
Orochi Iori can juggle his opponent if you make the first two rekkas as fast as possible because he had a better startup and recovery to his normal counter part, if you played KOF 2001 you can use different combo enders as HCB+K or his QCF,HCB+P Super.
Ura 108 Shiki: Ya Sakazuki Resets
You can use his KOF 97 Purple Pilars Super Move for wake up traps (more useful in corner) when your opponent is far away from you, take advantage of your quick backdash after knockdown or stun your opponent and make your Super Move and release it when it comes to you as a surprise.
Some combos (With Max Mode)
Orochi Iori's combo options in Max Mode are similar as his counterpart, Let me remember you someone.
1- [Jump Attack(Crossup)] cl.C, HCB+D, (max cancel the first hit) DP+C, (max cancel the second hit), HCB+D, (Again) DP+C, (You know) ...(When you want, max cancel any move into) QCF, HCB+P - 17(Where n is the infinite's part); 18 with the Jump Attack
2- [Jump Attack(Crossup)] cl.C, DP+C, (max cancel the second hit) QCB+P, (max cancel it) DP+C, (Again) QCB+P ...(When you want, max cancel any move into) QCF, HCB+P - 17 hits(Same as the above); 18 with the Jump Attack;
Just another option for a combo. Dunno if it can do more damage than the above, but it's harder to land than the above(You can get a Super when you don't want, and that's very common with this combo).
3- [Jump Attack(Crossup)] cl.C, QCB+A x 2, (max cancel the second hit) HCB+K, (max cancel it) QCB+A x 2, (max cancel the second hit) HCB+K, QCB+LPx2, QCF, HCB+P - 18 hits(Same as the above); 19 with the Jump Attack;
Orochi Iori have better startup for Deadly Flowers for juggling combos, so you can make this new combo.
Match-Ups
Red Arremer- Use flame super when he has minions fully stocked to clear the screen and make your aggression
Goenitz- Wait out the koko desu ka and then get in, he doesn't have a good reversal so it is very easy to pressure him
Mars People- It is difficult to super jump over orange fireball, exploding pants makes aggression difficult sometimes but it can be punished fairly easily with sj b.B