Iori Yagami (NGBC): Difference between revisions

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== Introduction ==
== Body Tosses ==


http://i34.photobucket.com/albums/d141/Tails-kun/ioriflamehi.gif ''Origin Game: The King of Fighters '95''
Sakahagi - Near opponent, press http://www.shoryuken.com/wiki/images/8/8e/Left.gif or N or http://www.shoryuken.com/wiki/images/2/29/Right.gif + http://www.shoryuken.com/wiki/images/0/0c/Snkc.gif + http://www.shoryuken.com/wiki/images/7/71/Snkd.gif


Iori Yagami is the heir to the Yagami clan, whose ancestors aided the Kusanagi clan in sealing the Orochi. However, eventually, they made a pact with the Orochi in exchange for more power (consequently, it also gave them shorter lives). Iori himself is the sworn rival of Kyo Kusanagi and is naturally able to wield purple flames. He has a short temper and has been known to attack his teammates when their team doesn't succeed. Because of his lineage, the blood of the Orochi flows through his veins and was activated in the '97 tournament. When the Orochi blood is activated, Iori goes into a frenzied state (known as "Riot of Blood") and killed his teammates Vice and Mature in the process. He was tamed in time and aided Kyo in defeating Orochi, just as their clans had done in the past. Since the end of the Orochi Saga (KoF 95-97), Iori has been a mainstay of the King of Fighters series but has not played a significant role in the storyline. His Battle Coliseum entity is based on his King of Fighters 2003 character.
== Unique Moves ==


== Moves List ==
Geshiki: Yumebiki - Press http://www.shoryuken.com/wiki/images/2/29/Right.gif + http://www.shoryuken.com/wiki/images/1/1f/Snka.gif, http://www.shoryuken.com/wiki/images/1/1f/Snka.gif


=== Normal Moves ===
Geshiki: Goufu In "Shinigame" - Press http://www.shoryuken.com/wiki/images/2/29/Right.gif + http://www.shoryuken.com/wiki/images/1/13/Snkb.gif


=== Special Normals ===
Geshiki: Yuri Ori  - During jump, press http://www.shoryuken.com/wiki/images/8/8e/Left.gif + http://www.shoryuken.com/wiki/images/1/13/Snkb.gif


'''Ge Shiki-Yumebiki: F+LP, LP''' - Iori leans forward with a front-handed slash (very similar to his standing HP) then lunges forward with a front-handed backfist for a second hit.
== Special Moves ==


'''Ge Shiki-Goufu In "Shinigame": F+LK''' - Iori takes one step forward and does a snapping axe kick with his front leg for an overhead strike.
108 Shiki: Yami Barai - http://www.shoryuken.com/wiki/images/1/1e/Qcf.gif + http://www.shoryuken.com/wiki/images/1/1f/Snka.gif or http://www.shoryuken.com/wiki/images/0/0c/Snkc.gif


'''Ge Shiki-Yuri Ori: while jumping, B+LK''' - Iori throws his back leg out and does a reverse jumping kick (when used for a cross-up, don't press back but rather, hold forward after you pass your opponent's head). This move can also be done during a back dash in which it increases Iori's backwards leap.
147 Shiki: Aoi Hana - http://www.shoryuken.com/wiki/images/d/da/Qcb.gif + http://www.shoryuken.com/wiki/images/1/1f/Snka.gif or http://www.shoryuken.com/wiki/images/0/0c/Snkc.gif (can repeat up to 3 times)


=== Special Moves ===
212 Shiki: Kototsuki In - http://www.shoryuken.com/wiki/images/6/62/Hcb.gif + http://www.shoryuken.com/wiki/images/1/13/Snkb.gif or http://www.shoryuken.com/wiki/images/7/71/Snkd.gif (SC)


'''108 Shiki-Yami Barai: QCF+P''' - Iori throws his back hand forward and launches a purple, ground-based fire spark. The punch used determines how fast the attack travels (HP throws a faster spark).
100 Shiki: Oniyaki - http://www.shoryuken.com/wiki/images/7/7f/F%2Cd%2Cdf.gif + http://www.shoryuken.com/wiki/images/1/1f/Snka.gif or http://www.shoryuken.com/wiki/images/0/0c/Snkc.gif (SC)


'''100 Shiki-Oniyaki: F, D, DF+P''' - Iori swings his arms upward as he spins into the air surrounded by a purple flame wave. The punch used determines how high it goes and how many hits are dealt (HP rises higher and does 3 hits).
Kuzukaze - Near opponent, http://www.shoryuken.com/wiki/images/6/62/Hcb.gif http://www.shoryuken.com/wiki/images/2/29/Right.gif + http://www.shoryuken.com/wiki/images/1/1f/Snka.gif or http://www.shoryuken.com/wiki/images/0/0c/Snkc.gif


'''127 Shik-Aoi Hana: QCB+P (repeat 3 times)''' - Iori dashes forward with a rear uppercut, followed by a front uppercut, and finishes with a double-overhead leaping smash. The punch used determines how far Iori dashes and you can use either punch for the next chain (so if you use HP on the first chain, you can use LP to create the 2nd chain). HP versions will travel farther than LP versions.
== Desperation Moves ==


'''212 Shiki-Kototsuki In: HCB+K''' - Iori runs at his opponent. If he connects with them, he'll grab their body and press it to the ground, following it with a purple flame explosion. The kick used determines how far Iori runs before stopping (HK travels farther).
Kin 1211 Shiki: Ya Otome - http://www.shoryuken.com/wiki/images/1/1e/Qcf.gif http://www.shoryuken.com/wiki/images/9/9e/Downright.gif http://www.shoryuken.com/wiki/images/d/da/Qcb.gif + http://www.shoryuken.com/wiki/images/1/1f/Snka.gif or http://www.shoryuken.com/wiki/images/0/0c/Snkc.gif


'''Kuzukaze: HCB, F+P (must be close)''' - A command throw. Iori grabs his opponent and switches sides with them, leaving them briefly disoriented (and in prime position for the Aoi Hana or Ya Otome). Both punches have the same effect.
Ura 108 Shiki: Ya Sakazuki - http://www.shoryuken.com/wiki/images/d/da/Qcb.gif http://www.shoryuken.com/wiki/images/6/6f/Downleft.gif http://www.shoryuken.com/wiki/images/1/1e/Qcf.gif + http://www.shoryuken.com/wiki/images/1/1f/Snka.gif or http://www.shoryuken.com/wiki/images/0/0c/Snkc.gif


=== Super Attacks ===
Chi No Busou - http://www.shoryuken.com/wiki/images/1/1e/Qcf.gif http://www.shoryuken.com/wiki/images/9/9e/Downright.gif http://www.shoryuken.com/wiki/images/d/da/Qcb.gif + http://www.shoryuken.com/wiki/images/1/13/Snkb.gif or http://www.shoryuken.com/wiki/images/7/71/Snkd.gif


'''Kin 1211 Shiki-Ya Otome: QCB, HCF+P''' - Iori crosses his arms above his head then charges at his opponent with a very low dash that can go under projectiles. The move will cover the entire length of the screen. If he connects, he'll initiate a series of slashes that end with a purple explosion. Does 8 hits and costs 1 super bar level.
=== Basic Strategy ===


'''Ura 108 Shiki-Ya Sakazuki: QCF, HCB+P (hold)''' - Iori stands straight up and holds a purple flame in his back hand. When punch is released (since this move can be charged), Iori will thrust the flame forward. When it hits the ground, 8 columns of flame will make their way across the screen. If any of them connects with his opponent, they will be stunned in purple flames. You can either break this stun with a move or let it run its course (as they stay stunned, they will take damage). Requires one super bar level.
Iori NGBC Primer I(by Stuart Hayden):


'''Chi no Busou: QCF, HCB+K'''- Iori will leap into the air with his hand extended downwards. If he lands on his opponent, the screen will turn black and Iori will slash his opponent through a red veil. The move is unblockable but cannot hit airborne opponents. Depending on what kick you use, the move will travel more vertical or horizontal (HK is the horizontal version where Iori leaps about 80% across the arena). Does 4 hits and requires 1 super bar level.
Main thing to remember: Although it doesn’t make sense, Iori IS a rush character, but at the same time you need to keep your distance (outside of sweep/knock down distance usually) until you get in and score a knock down. Then start with his amazing mix up/rush down techniques.


== The Basics ==
So with that said, here we go.


== Advanced Strategy ==
Main pokes to remember:
 
-Standing A: good general poke, can chain into it’s self 2 more times and can chain into Iori’s rekka’s (st.a x’s 3 xx rekka x’s 3)
 
-Far Standing HK: Great spacing maneuver. Lots of priority. Use frequently to space, but don’t abuse.
 
-Close B: links with forward a and can combo into rekka’s (cl.b > f.a > rekka x’s3)
 
-Close Standing C: good poke for close up, decent on wake up, links into basically any special/desperation move except RoB and his command grab. Also a decent anti-air
 
-Crouching D: Use far away. It’s safe on block, good anti-air, when done from a safe distance can be used as a throw set up. Can also combo into his dp+a if you roll (a+b) after the hit (thanks to DG for the info.)
 
-Crouching B: basic low poke, good recovery, comes out fast, links into it’s one more times, can also link (cr.b x’s 2 > rekka). Can be used as a tick throw set up as well. Links into cr. A as well, which is one of his bnb’s (cr.b > cr.a xx rekka)
 
-Crouching A: Pretty much same as cr.b but doesn’t link as well. Can combo it’s self twice.
 
-Jumping D: Awesome spacing maneuver. Safe for most jump ins. Combos into pretty much any thing (when you land obviously). If you’re not sure what to do or getting grounded, neutral or jump back d does wonders.
 
Special Moves to remember:
 
“Fire Ball”QCF+A/C: Obvious. Randomly build meter, decent counter poke on moves with heavy recovery. Don’t abuse though. Use only the A Version
 
“Rekkas”QCB+A/Cx3: Awesome move. Combos from damn near everything. Good counter poke. Kinda bad recovery on block though. Use often but not abuse level. This is Iori’s main move and although it should be your main concern, it shouldn’t be your only one. Use only the A Version imho.
 
Generic SRK Move(f,d,df+A/C): Decent Anti-Air. Has an awkward curve to it that isn’t really visible. Decent damage, links into standing close c and some other things.
 
Awkward motioned command grab: Excellent move. Use this in mix ups. You can dash up standing close c xx super, cr. C into rekkas (or super iirc)
 
 
[[Category:NeoGeo Battle Coliseum]]

Latest revision as of 11:58, 29 May 2009

Body Tosses

Sakahagi - Near opponent, press http://www.shoryuken.com/wiki/images/8/8e/Left.gif or N or http://www.shoryuken.com/wiki/images/2/29/Right.gif + http://www.shoryuken.com/wiki/images/0/0c/Snkc.gif + http://www.shoryuken.com/wiki/images/7/71/Snkd.gif

Unique Moves

Geshiki: Yumebiki - Press http://www.shoryuken.com/wiki/images/2/29/Right.gif + http://www.shoryuken.com/wiki/images/1/1f/Snka.gif, http://www.shoryuken.com/wiki/images/1/1f/Snka.gif

Geshiki: Goufu In "Shinigame" - Press http://www.shoryuken.com/wiki/images/2/29/Right.gif + http://www.shoryuken.com/wiki/images/1/13/Snkb.gif

Geshiki: Yuri Ori - During jump, press http://www.shoryuken.com/wiki/images/8/8e/Left.gif + http://www.shoryuken.com/wiki/images/1/13/Snkb.gif

Special Moves

108 Shiki: Yami Barai - http://www.shoryuken.com/wiki/images/1/1e/Qcf.gif + http://www.shoryuken.com/wiki/images/1/1f/Snka.gif or http://www.shoryuken.com/wiki/images/0/0c/Snkc.gif

147 Shiki: Aoi Hana - http://www.shoryuken.com/wiki/images/d/da/Qcb.gif + http://www.shoryuken.com/wiki/images/1/1f/Snka.gif or http://www.shoryuken.com/wiki/images/0/0c/Snkc.gif (can repeat up to 3 times)

212 Shiki: Kototsuki In - http://www.shoryuken.com/wiki/images/6/62/Hcb.gif + http://www.shoryuken.com/wiki/images/1/13/Snkb.gif or http://www.shoryuken.com/wiki/images/7/71/Snkd.gif (SC)

100 Shiki: Oniyaki - http://www.shoryuken.com/wiki/images/7/7f/F%2Cd%2Cdf.gif + http://www.shoryuken.com/wiki/images/1/1f/Snka.gif or http://www.shoryuken.com/wiki/images/0/0c/Snkc.gif (SC)

Kuzukaze - Near opponent, http://www.shoryuken.com/wiki/images/6/62/Hcb.gif http://www.shoryuken.com/wiki/images/2/29/Right.gif + http://www.shoryuken.com/wiki/images/1/1f/Snka.gif or http://www.shoryuken.com/wiki/images/0/0c/Snkc.gif

Desperation Moves

Kin 1211 Shiki: Ya Otome - http://www.shoryuken.com/wiki/images/1/1e/Qcf.gif http://www.shoryuken.com/wiki/images/9/9e/Downright.gif http://www.shoryuken.com/wiki/images/d/da/Qcb.gif + http://www.shoryuken.com/wiki/images/1/1f/Snka.gif or http://www.shoryuken.com/wiki/images/0/0c/Snkc.gif

Ura 108 Shiki: Ya Sakazuki - http://www.shoryuken.com/wiki/images/d/da/Qcb.gif http://www.shoryuken.com/wiki/images/6/6f/Downleft.gif http://www.shoryuken.com/wiki/images/1/1e/Qcf.gif + http://www.shoryuken.com/wiki/images/1/1f/Snka.gif or http://www.shoryuken.com/wiki/images/0/0c/Snkc.gif

Chi No Busou - http://www.shoryuken.com/wiki/images/1/1e/Qcf.gif http://www.shoryuken.com/wiki/images/9/9e/Downright.gif http://www.shoryuken.com/wiki/images/d/da/Qcb.gif + http://www.shoryuken.com/wiki/images/1/13/Snkb.gif or http://www.shoryuken.com/wiki/images/7/71/Snkd.gif

Basic Strategy

Iori NGBC Primer I(by Stuart Hayden):

Main thing to remember: Although it doesn’t make sense, Iori IS a rush character, but at the same time you need to keep your distance (outside of sweep/knock down distance usually) until you get in and score a knock down. Then start with his amazing mix up/rush down techniques.

So with that said, here we go.

Main pokes to remember:

-Standing A: good general poke, can chain into it’s self 2 more times and can chain into Iori’s rekka’s (st.a x’s 3 xx rekka x’s 3)

-Far Standing HK: Great spacing maneuver. Lots of priority. Use frequently to space, but don’t abuse.

-Close B: links with forward a and can combo into rekka’s (cl.b > f.a > rekka x’s3)

-Close Standing C: good poke for close up, decent on wake up, links into basically any special/desperation move except RoB and his command grab. Also a decent anti-air

-Crouching D: Use far away. It’s safe on block, good anti-air, when done from a safe distance can be used as a throw set up. Can also combo into his dp+a if you roll (a+b) after the hit (thanks to DG for the info.)

-Crouching B: basic low poke, good recovery, comes out fast, links into it’s one more times, can also link (cr.b x’s 2 > rekka). Can be used as a tick throw set up as well. Links into cr. A as well, which is one of his bnb’s (cr.b > cr.a xx rekka)

-Crouching A: Pretty much same as cr.b but doesn’t link as well. Can combo it’s self twice.

-Jumping D: Awesome spacing maneuver. Safe for most jump ins. Combos into pretty much any thing (when you land obviously). If you’re not sure what to do or getting grounded, neutral or jump back d does wonders.

Special Moves to remember:

“Fire Ball”QCF+A/C: Obvious. Randomly build meter, decent counter poke on moves with heavy recovery. Don’t abuse though. Use only the A Version

“Rekkas”QCB+A/Cx3: Awesome move. Combos from damn near everything. Good counter poke. Kinda bad recovery on block though. Use often but not abuse level. This is Iori’s main move and although it should be your main concern, it shouldn’t be your only one. Use only the A Version imho.

Generic SRK Move(f,d,df+A/C): Decent Anti-Air. Has an awkward curve to it that isn’t really visible. Decent damage, links into standing close c and some other things.

Awkward motioned command grab: Excellent move. Use this in mix ups. You can dash up standing close c xx super, cr. C into rekkas (or super iirc)