(→The Basics: Made part of O.Iori's "The Basics" section.) |
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[[image:OIorisvc.gif|"D... daaa...dai...die..." - | {{TOClimit|3}} | ||
=Introduction= | {{SVC Character Subnav|name=Orochi Iori}} | ||
{| class="wikitable" style="float:right; margin-left: 10px;" | |||
|- | |||
! align="center" colspan="2" | 暴走 庵, Orochi Iori | |||
|- | |||
! align="center" colspan="2" | [[image:OIorisvc.gif|"D... daaa...dai...die..."|center]] | |||
|- | |||
| '''Category''' || Mid-Boss | |||
|- | |||
| '''Playstyle''' || Pure rushdown | |||
|- | |||
| '''Difficulty''' || Average | |||
|- | |||
| '''Max Mode Needed?''' || Up to you, but it helps | |||
|- | |||
| '''Tier Placement''' || Demigod Tier (S+) | |||
|- | |||
| '''Standing Hitbox''' || Short | |||
|- | |||
| '''Crouching Hitbox''' || Short | |||
|- | |||
| '''Defense Modifier''' || 255 (Player) / 200 (CPU) | |||
|- | |||
| '''Wall Jump''' || No | |||
|} | |||
==Introduction== | |||
[[image:OIorifacesvc.png|right]] | [[image:OIorifacesvc.png|right]] | ||
Iori Yagami, but in his Orochi form, where he can't control himself, thanks to the resurrection of Orochi reacting with the Orochi blood within him. The blood takes control of Iori entirely and causes him to become so violent that he even murdered his cohorts Mature and Vice in KOF96. All of this is thanks to a centuries-long feud between the Kusanagi and Yasakani clans that in short, led to the Yasakani forming a pact with Orochi. And as a result, Iori now carries with him an eternal curse as the sole Yagami survivor. Orochi Iori was first playable in KOF97 as a secret playable boss. | |||
' | 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. Despite the removal of KOF mechanics like hops, Orochi Iori is by and large one of SVC Chaos's strongest characters simply due to his incredibly fast speed. No matter who he faces, O. Iori can force his way in and pressure the entire roster with some of the strongest rushdown. Much of what can be said about regular Iori applies to O. Iori as well with some differences, like O. Iori having much weaker health. Whatever flaws he has, though, doesn't change that O. Iori is one of SVC Chaos's strongest characters. Ever played KOF and wished that O. Iori was tournament legal for whatever reason? Well assuming the tournament doesn't ban bosses, this is the answer you've been looking for all along. Go crazy. | ||
'' | '''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 | ||
::*'''Numpad notation:''' 88824624 | |||
* Console Method: Hold R1/RT above Kim Kaphwan | |||
* | |||
* | |||
'' | {{ ProConTable | ||
* | | pros= | ||
* | * '''Easy to learn:''' If you already play Iori, there's very little to learn about O. Iori, if anything. And to make things even better, O. Iori is nearly 1-to-1 from his KOF97 counterpart to make things even easier. | ||
* | * '''Blisteringly fast movement speed:''' Other than the raw frame data, O. Iori is without a doubt the fastest character in the game. No one else matches his speed and the only character to come close is Shin Akuma, making O. Iori extremely hard to pin down or know what he might do next. | ||
* | * '''Standing hitbox is much smaller than the regular Iori:''' O. Iori has a similar height to Zero as one of the shortest characters in the game. He's so short that tall hitting close normals (such as Demitri's close normals) completely whiff against him. | ||
* | * '''Different, but (relatively) more effective Super Moves:''' His ranbu super is a beefed-up version of normal Iori's super without the free follow-up, and while he loses the dp K super, he instead gets the fireball super normal Iori lacks. It covers the whole screen, stuns the opponent, gradually drains a tiny amount of health and can even dictate some MUs with it. | ||
* '''Command grab can lead to an infinite:''' O. Iori's command grab is overall more useful since it's easier to combo from and thanks to his speed, even gives O. Iori command grab infinites that normal Iori cannot do. | |||
* '''Command grab Exceed:''' A highly damaging Exceed that also recovers very quickly, O. Iori can open the opponent up even more with a second command grab option, and a faster one than his normal command grab. | |||
* '''You will always have something to do:''' You can jump, dash, attack, throw out fireballs, play hit and run, whatever your heart desires. There is never a point where O. Iori doesn't have something to do in any given matchup or scenario and pretty much always has options available to him. His relentless rushdown by itself is enough that if the character he's fighting is incapable of handling constant rushdown, it's probably a one-sided matchup, or forces them to adapt to fighting him. | |||
| cons= | |||
* '''Tied lowest health:''' O. Iori generally ends up on the losing side of trades due to his tied lowest health in the game. | |||
* '''Unimpressive zoning:''' O. Iori lacks dp K to punish fireballs, and his normal fireball is the same as normal Iori's fireball in functionality. Plus, while he can definitely counter zoning with his movement in general, it can still be a bit of an issue closing the gap against some MUs. | |||
* '''Slightly lower damage:''' The difference in damage is negligible when playing Orochi Iori at his best, but it's worth noting that Orochi Iori does very slightly less damage than normal Iori by a couple points on most attacks. | |||
* '''Just as unsafe as normal Iori:''' O. Iori's frame data is hardly any different to normal Iori, so you can't play recklessly with him and hope for the best, especially when front step is still a factor to deal with. His faster speed doesn't make him any safer on block. | |||
* '''Somewhat meter hungry:''' O. Iori doesn't explicitly need Max Mode, so at the least you don't have to save up for it. Even then, spending meter for higher damage is somewhat of a necessity. | |||
* '''Maiden Masher super has slower startup and fewer confirms into it:''' O. Iori can still combo his ranbu super, but confirms that normal Iori can do, O. Iori can do fewer of due to the slower startup, thus making it a free punish for the opponent. | |||
* '''Mediocre Exceed range:''' Self-explanatory, not the best range for a command grab. Throwing it out in neutral is risky in this regard as opposed to comboing into it. | |||
* '''Harder to execute due to his speed:''' While not an issue if you're used to it, it can take some time to adjust to O. Iori's fast movement and combos. In addition to this, his Max Mode combos are harder as cancels need to be performed much faster. | |||
* '''The removal of hops severely hurts his pressure, even though he's still a monster:''' If hops were in the game, then O. Iori would be even more difficult to put up with, but unfortunately lacking them hurts his jump pressure immensely and limits his mixup potential in the air. This also makes his jumps a lot easier to predict or bait out. | |||
}} | |||
<center>{{FrameDataKey-SVC}}</center> | |||
==Move 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==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=5 | |||
|Counter Dmg=6 | |||
|Guard=Mid | |||
|G. Crush=8 | |||
|Stun=5 | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=4 | |||
|Recovery=5 | |||
|Total=14 | |||
|Hit Adv=+3 | |||
|Block Adv=+1 | |||
|Invulnerability= | |||
|description=* Like the Far version, the regular Iori has this move as well, but it is just faster. It can be used on Light Attack chains, and can be canceled. It won't whiff on small characters too, which makes it a reliable move to use. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
' | {{MoveData | ||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=5 | |||
|Counter Dmg=6 | |||
|Guard=Mid | |||
|G. Crush=8 | |||
|Stun=5 | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=4 | |||
|Recovery=7 | |||
|Total=16 | |||
|Hit Adv=+1 | |||
|Block Adv=-1 | |||
|Invulnerability= | |||
|description=* An important move on Iori's arsenal. It hits low, can be canceled, and can be used in Light Attack chains. The regular Iori could link a cl.C after it, but this Iori can't. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=17 | |||
|Counter Dmg=25 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=17 | |||
|Meter= | |||
|Cancel= | |||
|Startup=3 | |||
|Active=2, 5 | |||
|Recovery=14 | |||
|Total=24 | |||
|Hit Adv=-1 | |||
|Block Adv=-3 | |||
|Invulnerability= | |||
|description=* Good for combos, and extremely important for punishing. You'll need this move nearly everytime the opponent misses a move. No speed differences on this one. | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=17 | |||
|Counter Dmg=25 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=17 | |||
|Meter= | |||
|Cancel= | |||
|Startup=6 | |||
|Active=6 | |||
|Recovery=14 | |||
|Total=26 | |||
|Hit Adv=+0 | |||
|Block Adv=-2 | |||
|Invulnerability= | |||
|description=* A kick aiming up. Can't be normal canceled, but can be useful if your opponent jumps at the same time you use this move. No speed differences. | |||
}} | |||
}} | |||
====Far Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=6 | |||
|Counter Dmg=7 | |||
|Guard=Mid | |||
|G. Crush=9 | |||
|Stun=6 | |||
|Meter= | |||
|Cancel= | |||
|Startup=7 | |||
|Active=4 | |||
|Recovery=4 | |||
|Total=15 | |||
|Hit Adv=+4 | |||
|Block Adv=+2 | |||
|Invulnerability= | |||
|description=* This punch has the same animation as the regular Iori's, but it is faster now, and rapid fireable. It can't be canceled. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=7 | |||
|Counter Dmg=8 | |||
|Guard=Mid | |||
|G. Crush=9 | |||
|Stun=7 | |||
|Meter= | |||
|Cancel= | |||
|Startup=7 | |||
|Active=4 | |||
|Recovery=7 | |||
|Total=18 | |||
|Hit Adv=+1 | |||
|Block Adv=-1 | |||
|Invulnerability= | |||
|description=* A kick, which is nice to use as a poke. The regular Iori has this move too, but it doesn't have any speed differences. Can't be canceled, and can't chain into Lights. | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
* | {{MoveData | ||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=17 | |||
|Counter Dmg=25 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=17 | |||
|Meter= | |||
|Cancel= | |||
|Startup=9 | |||
|Active=3 | |||
|Recovery=20 | |||
|Total=32 | |||
|Hit Adv=-3 | |||
|Block Adv=-5 | |||
|Invulnerability= | |||
|description=* Just a poke. Can't be normal canceled, but it has a decent reach. No speed differences on this one too. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
* | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=17 | |||
|Counter Dmg=25 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=17 | |||
|Meter= | |||
|Cancel= | |||
|Startup=11 | |||
|Active=8 | |||
|Recovery=18 | |||
|Total=37 | |||
|Hit Adv=-6 | |||
|Block Adv=-8 | |||
|Invulnerability= | |||
|description=* Another move with nice reach that can't be normal canceled. Has the same properties as st.C, but has more reach. No speed differences. | |||
}} | |||
}} | |||
====Crouch Normals==== | |||
* | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=5 | |||
|Counter Dmg=6 | |||
|Guard=Mid | |||
|G. Crush=8 | |||
|Stun=5 | |||
|Meter= | |||
|Cancel= | |||
|Startup=6 | |||
|Active=3 | |||
|Recovery=7 | |||
|Total=16 | |||
|Hit Adv=+2 | |||
|Block Adv=+0 | |||
|Invulnerability= | |||
|description=* It's just a fast punch that you can rapidfire. Useful in combos, as it can be normal canceled, and linked into any Light Attack. No speed differences on the crouching normals. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
* | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=5 | |||
|Counter Dmg=6 | |||
|Guard=Low | |||
|G. Crush=8 | |||
|Stun=5 | |||
|Meter= | |||
|Cancel= | |||
|Startup=6 | |||
|Active=5 | |||
|Recovery=5 | |||
|Total=16 | |||
|Hit Adv=+2 | |||
|Block Adv=+0 | |||
|Invulnerability= | |||
|description=* Iori's move to start his Light Attack chains. It hits low, and can be canceled as well. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
* | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=16 | |||
|Counter Dmg=17 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=16 | |||
|Meter= | |||
|Cancel= | |||
|Startup=8 | |||
|Active=5 | |||
|Recovery=16 | |||
|Total=29 | |||
|Hit Adv=-1 | |||
|Block Adv=-3 | |||
|Invulnerability= | |||
|description=* A scratch aiming up. Can be normal canceled, and can anti-air. Sometimes DP is better to anti-air with, but don't discredit cr.C, either. | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
* | {{MoveData | ||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=17 | |||
|Counter Dmg=25 | |||
|Guard=Low | |||
|G. Crush=16 | |||
|Stun=17 | |||
|Meter= | |||
|Cancel= | |||
|Startup=6 | |||
|Active=6 | |||
|Recovery=31 | |||
|Total=43 | |||
|Hit Adv=SKD | |||
|Block Adv=-19 | |||
|Invulnerability= | |||
|description=* Iori's classic sweep. It is not faster, but got some priority. It hits low, and has an extremely nice reach. Use this one to poke your opponent from far away. Can't be normal canceled. | |||
}} | |||
}} | |||
====Jumping Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=(n)j.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=6 | |||
|Counter Dmg=7 | |||
|Guard=Overhead | |||
|G. Crush=9 | |||
|Stun=5 | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral/Diagonal Jumping Attack | |||
* The Diagonal and the Neutral versions are the same. A punch that stays for a long time, but assuming that O.Iori has a fast jump, it won't stay for a long time. The jumping attacks doesn't have any speed differences too. | |||
}} | |||
}} | |||
=== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=(n)j.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=7 | |||
|Counter Dmg=8 | |||
|Guard=Overhead | |||
|G. Crush=9 | |||
|Stun=7 | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=7 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral/Diagonal Jumping Attack | |||
* The Diagonal and the Neutral versions are the same. A fast kick with nice reach. Good as an air-to-air. | |||
}} | |||
}} | |||
= | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=nj.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=17 | |||
|Counter Dmg=25 | |||
|Guard=Overhead | |||
|G. Crush=16 | |||
|Stun=17 | |||
|Meter= | |||
|Cancel= | |||
|Startup=14 | |||
|Active=4 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral Jumping Attack | |||
* Iori's j.CD, but instead as a single button jump attack. | |||
* The regular Iori doesn't have this move since Blowback attacks were removed, outside of GCCD. This new move doesn't have that great startup, so you can't air-to-air with it. Best way to use this normal is to start your combos (or just treat it as if it's Iori's j.CD anyways). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=j.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=17 | |||
|Counter Dmg=25 | |||
|Guard=Overhead | |||
|G. Crush=16 | |||
|Stun=17 | |||
|Meter= | |||
|Cancel= | |||
|Startup=9 | |||
|Active=6 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* The regular Iori has this move too, useful to start combos with and as a jump-in. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=(n)j.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=17 | |||
|Counter Dmg=25 | |||
|Guard=Overhead | |||
|G. Crush=16 | |||
|Stun=17 | |||
|Meter= | |||
|Cancel= | |||
|Startup=6 | |||
|Active=10 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral/Diagonal Jumping Attack | |||
* The Diagonal and the Neutral versions are the same. A damaging kick that has nice reach. Good as an air-to-air (j.B is sometimes more reliable), and to start combos. | |||
}} | |||
}} | |||
' | ===Command Normals=== | ||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=f.A > A | |||
|caption= | |||
|name=Geshiki: Yumebiki | |||
|data= | |||
{{AttackData-SVC | |||
|version=Raw | |||
|Damage=16x2 | |||
|Counter Dmg=20 | |||
|Guard=Mid | |||
|G. Crush=12x2 | |||
|Stun=16x2 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|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. | |||
}} | |||
{{AttackData-SVC | |||
|version=Canceled | |||
|Damage=10x2 | |||
|Counter Dmg=13 | |||
|Guard=Mid | |||
|G. Crush=8x2 | |||
|Stun=10x2 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=f.B | |||
|caption= | |||
|name=Geshiki: Goufu In ~Shinigami~ | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=14(10)x2 | |||
|Counter Dmg=18(13) | |||
|Guard=Mid | |||
|G. Crush=12(8)x2 | |||
|Stun=14(10)x2 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=j.4B | |||
|caption= | |||
|name=Geshiki: Yuri Ori | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=10 | |||
|Counter Dmg=14 | |||
|Guard=Mid | |||
|G. Crush=8 | |||
|Stun=10 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|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. | |||
}} | |||
}} | |||
===Throws=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name={{Icon-SNK|A}}{{Icon-SNK|B}} Throw | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=20 | |||
|Counter Dmg=20 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name={{Icon-SNK|C}}{{Icon-SNK|D}} Throw | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=20 | |||
|Counter Dmg=20 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
---- | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle={{Icon-SNK|C}}{{Icon-SNK|D}} on Block | |||
|caption= | |||
|name=Guard Cancel Blowback | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0 | |||
|Counter Dmg=0 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===Special Moves=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf P | |||
|caption= | |||
|name=108 Shiki: Yamibarai | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=14 | |||
|Counter Dmg=20 | |||
|Guard=Mid | |||
|G. Crush=8 | |||
|Stun=8 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* 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. | |||
}} | |||
}} | |||
' | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=dp P | |||
|caption= | |||
|name=100 Shiki: Oniyaki | |||
|data= | |||
{{AttackData-SVC | |||
|version=dp A | |||
|Damage=18 | |||
|Counter Dmg=20 | |||
|Guard=Mid | |||
|G. Crush=8 | |||
|Stun=8 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=dp C | |||
|Damage=16x3 | |||
|Counter Dmg=20 | |||
|Guard=Mid | |||
|G. Crush=8x3 | |||
|Stun=8x3 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* 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). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcb A x3 | |||
|caption= | |||
|name=127 Shiki: Aoi Hana | |||
|data= | |||
{{AttackData-SVC | |||
|version=1st Rekka | |||
|Damage=8 | |||
|Counter Dmg=13 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=8 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=2nd Rekka | |||
|Damage=8 | |||
|Counter Dmg=13 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=8 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=3rd Rekka | |||
|Damage=13 | |||
|Counter Dmg=16 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=13 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcb C x3 | |||
|caption= | |||
|name=127 Shiki: Aoi Hana | |||
|data= | |||
{{AttackData-SVC | |||
|version=1st Rekka | |||
|Damage=8 | |||
|Counter Dmg=13 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=8 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=2nd Rekka | |||
|Damage=8 | |||
|Counter Dmg=13 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=8 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=3rd Rekka | |||
|Damage=13 | |||
|Counter Dmg=16 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=13 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* 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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=hcb K | |||
|caption= | |||
|name=212 Shiki: Kototsuki In | |||
|data= | |||
{{AttackData-SVC | |||
|version=hcb B | |||
|Damage=11+0+14 | |||
|Counter Dmg=11, 0, 14 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=hcb D | |||
|Damage=11+0+14 | |||
|Counter Dmg=11, 0, 14 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* 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. | |||
}} | |||
}} | |||
-- | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=hcb~f P | |||
|caption= | |||
|name=Kuzukaze | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0 | |||
|Counter Dmg=0 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* 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=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf~hcb P | |||
|caption= | |||
|name=Kin 1211 Shiki: Yaotome ~ Maiden Masher | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=1+(1x8)+(12x4) | |||
|Counter Dmg=1, 1, 12 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* 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 without Exceed. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcb~hcf P (Hold to delay) | |||
|caption= | |||
|name=Ura 108 Shiki: Ya Sakazuki | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0+(1+10)~ | |||
|Counter Dmg=1 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=0 | |||
|Startup=X | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Opponent can mash out of super to escape earlier. Damage deal is passive damage while they are stunned, before leading to a SKD if stunned for too long or they mash out of it. | |||
* Utility 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=== | |||
{{MoveData | |||
|image= | |||
|subtitle={{Motion|236}}{{Motion|63214}}{{Icon-SNK|B}}{{Icon-SNK|D}} | |||
|caption= | |||
|name=???! | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=8x15 | |||
|Counter Dmg=8 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup=0+0 | |||
|Active=1 | |||
|Recovery=18 | |||
|Total=19 | |||
|Hit Adv=HKD | |||
|Block Adv=X | |||
|Invulnerability=1F-4F (Lower invul on legs up to knees) | |||
|description=* An instant, highly damaging command grab super much more suited to O. Iori's playstyle. | |||
* It also has a significantly faster animation making it very difficult to punish on whiff. | |||
* Unlike KOF2002, Iori does not leap forwards to grab his opponent, nor does he have to do an obnoxious input to do the command grab, either, but a regular ranbu input. | |||
* Also unlike 2002, O. Iori ''can'' combo into it, however he can only combo into Exceed with normals. He cannot max cancel into Exceed. | |||
* O. Iori can also combo into Exceed off of his command grab thanks to his very fast walk speed. | |||
* A solid Exceed, low risk but high reward. However, once you're 50% health or below, your opponent can also start expecting Exceed and bait it out or jump out of the way after baiting it out, making O. Iori waste Exceed even if they don't punish it. | |||
* The grab hitbox is also fairly small, so it can whiff if you're not careful, but chances are you're right next to your opponent as is. | |||
* O. Iori is able to act almost instantly after the attack animation finishes, allowing him to do any kind of oki he wants. | |||
}} | |||
}} | |||
'' | ==Strategy== | ||
===Basic Strategy=== | |||
'''''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. | |||
'' | ===Advanced Strategy=== | ||
'''''Juggling Deadly Flowers'''''<br> | |||
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'''''<br> | |||
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. | |||
====Match-Ups==== | |||
=====Red Arremer===== | |||
Use flame super when he has minions fully stocked to clear the screen. Once O. Iori's in, it's very difficult for Red Arremer to shake him off as he has very little to work with, relying on his terrible buttons to deal with O. Iori's speed. | |||
=====Goenitz===== | |||
Wait out his projectile and then get in, he doesn't have a good reversal, so it is very easy to pressure him. | |||
=====Mars People===== | |||
It may be difficult to super jump over the orange fireball. Teleport makes rushdown difficult when used well, but it can be punished fairly easily with sj.4B. | |||
==Combos== | |||
<center>{{Template:ComboNotationKey-SVC}}</center> | |||
'' | ===BnB Combos=== | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ BnB Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|(j.X crossup,) f.A~A, qcf C || TBA || TBA || TBA || TBA || 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. | |||
|- | |||
|(j.X,) cl.C, qcf P || TBA || TBA || TBA || TBA || Easier than the above. | |||
|- | |||
|(j.X crossup,) cr.B, cr.A, dp A || TBA || TBA || TBA || TBA || 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). | |||
|- | |||
|(j.X,) cl.C, dp A || TBA || TBA || TBA || TBA || Does more damage than the above but has no low starter. | |||
|- | |||
|(j.X,) cr.B, cr.A, f.A, qcb P x3 || TBA || TBA || TBA || TBA || 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. | |||
|- | |||
|(j.X,) cl.C, f.A, qcb C x3 || TBA || TBA || TBA || TBA || 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. | |||
|- | |||
|(j.X,) cl./cr.B, f.A~A, qcb C x3 || TBA || TBA || TBA || TBA || 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. | |||
|- | |||
|(cl./cr.A/B,) hcb~f P, walk up, cl.C starter combo || TBA || TBA || TBA || TBA || With normal Iori, you need to learn how to combo after command grab since it isn't terribly lenient. That, and st.C not being cancellable on its own in SVC forces you to learn to combo off of it anyways. Orochi Iori doesn't have this issue at all. He not only gets plenty of time to follow-up after the command grab, but his walk speed is so fast he can just walk up to the opponent and easily get a cl.C starter combo. | |||
|- | |||
|(corner) (cl./cr.A/B,) hcb~f P, walk forward, (cl./cr.A/B,) hcb~f P, walk up, cl.C starter combo || TBA || TBA || TBA || TBA || While O.Iori has his back to the corner. Kinda strange, but it works. It's just an extension to the combo above. | |||
|- | |||
|cr.A, hcb~f P, dash/walk forward, repeat the process || TBA || TBA || TBA || TBA || 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. | |||
|- | |||
|} | |||
This is | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
|+ Super Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|(j.X crossup,) cl./cr.B, f.A, qcf~hcb P || TBA || TBA || TBA || TBA || Pretty nice confirm. Has a low starter and does great damage as well. This combo requires you button hold in order for the f.A to cancel immediately into super, or else nothing happens. Doing button hold too early can also lead to O. Iori doing rekka instead. | |||
|- | |||
|(j.X,) cl./cr.C, (f.A,) qcf~hcb P || TBA || TBA || TBA || TBA || Does more damage than the above, but has no low starter. f.A only combos on EQ and Hugo without a crossup j.4B. Against Genjuro, it is possible to do j.4B, cl.C, f.A, qcf~hcb P if Genjuro is close enough to O. Iori. Unknown if this works against other characters, however it is unlikely. It's better to do the below combo, instead, for most matchups. | |||
|- | |||
|(j.X,) f.A~A, qcf~hcb P || TBA || TBA || TBA || TBA || Easier to land off of a j.4B as this pulls the opponent closer to O. Iori if he otherwise doesn't get a backhit. This also gives O. Iori a hit-confirm since it's one additional attack to confirm the combo with, as opposed to just a jump-in or one single cl.C. This also works for every matchup, so default to this instead of cl.C. | |||
|- | |||
|(j.4B,) cl.B, f.A, Exceed || TBA || TBA || TBA || TBA || | |||
|- | |||
|(j.X,) cl./cr.C, Exceed || TBA || TBA || TBA || TBA || | |||
|- | |||
|} | |||
= | ===Max Mode Combos=== | ||
= | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
|+ BnB Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|(j.X crossup,) cl.C, qcb A x2, [(C)hcb K(1), (C)qcb A x2,]xN, qcf~hcb P || TBA || TBA || TBA || TBA || Orochi Iori has better startup on his rekkas which makes this possible. | |||
|- | |||
|(j.X crossup,) cl.C, dp C(2), (C)qcb C, (C)dp C(1), (C)qcb C, [(C)hcb K(1), (C)qcb A x2,]xN, qcf~hcb P || TBA || TBA || TBA || TBA || The same loop combo but with a dp C to start the loop. While technically, O. Iori can combo off of dp C(2), all he can really do is qcf P or qcb P. After the second qcb C, dp C whiffs completely, making the combo somewhat pointless to do beyond one dp C anyways. O. Iori can't even max cancel into ranbu super, so you have to do hcb K loops with rekka in order to combo his super in Max Mode. | |||
|- | |||
|} | |||
{{Navbox-SVC}} | |||
[[Category: SvC Chaos]] | [[Category: SvC Chaos]] |
Latest revision as of 03:09, 16 August 2024
暴走 庵, Orochi Iori | |
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Category | Mid-Boss |
Playstyle | Pure rushdown |
Difficulty | Average |
Max Mode Needed? | Up to you, but it helps |
Tier Placement | Demigod Tier (S+) |
Standing Hitbox | Short |
Crouching Hitbox | Short |
Defense Modifier | 255 (Player) / 200 (CPU) |
Wall Jump | No |
Introduction
Iori Yagami, but in his Orochi form, where he can't control himself, thanks to the resurrection of Orochi reacting with the Orochi blood within him. The blood takes control of Iori entirely and causes him to become so violent that he even murdered his cohorts Mature and Vice in KOF96. All of this is thanks to a centuries-long feud between the Kusanagi and Yasakani clans that in short, led to the Yasakani forming a pact with Orochi. And as a result, Iori now carries with him an eternal curse as the sole Yagami survivor. Orochi Iori was first playable in KOF97 as a secret playable boss.
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. Despite the removal of KOF mechanics like hops, Orochi Iori is by and large one of SVC Chaos's strongest characters simply due to his incredibly fast speed. No matter who he faces, O. Iori can force his way in and pressure the entire roster with some of the strongest rushdown. Much of what can be said about regular Iori applies to O. Iori as well with some differences, like O. Iori having much weaker health. Whatever flaws he has, though, doesn't change that O. Iori is one of SVC Chaos's strongest characters. Ever played KOF and wished that O. Iori was tournament legal for whatever reason? Well assuming the tournament doesn't ban bosses, this is the answer you've been looking for all along. Go crazy.
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
- Numpad notation: 88824624
- Console Method: Hold R1/RT above Kim Kaphwan
Strengths | Weaknesses |
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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. |
Move 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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 6 | Mid | 8 | 5 | - | - | 5 | 4 | 5 | 14 | +3 | +1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 6 | Mid | 8 | 5 | - | - | 5 | 4 | 7 | 16 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
17 | 25 | Mid | 16 | 17 | - | - | 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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
17 | 25 | Mid | 16 | 17 | - | - | 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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 7 | Mid | 9 | 6 | - | - | 7 | 4 | 4 | 15 | +4 | +2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | 8 | Mid | 9 | 7 | - | - | 7 | 4 | 7 | 18 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
17 | 25 | Mid | 16 | 17 | - | - | 9 | 3 | 20 | 32 | -3 | -5 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
17 | 25 | Mid | 16 | 17 | - | - | 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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 6 | Mid | 8 | 5 | - | - | 6 | 3 | 7 | 16 | +2 | +0 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 6 | Low | 8 | 5 | - | - | 6 | 5 | 5 | 16 | +2 | +0 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
16 | 17 | Mid | 16 | 16 | - | - | 8 | 5 | 16 | 29 | -1 | -3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
17 | 25 | Low | 16 | 17 | - | - | 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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 7 | Overhead | 9 | 5 | - | - | 4 | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | 8 | Overhead | 9 | 7 | - | - | 5 | 7 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
17 | 25 | Overhead | 16 | 17 | - | - | 14 | 4 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
17 | 25 | Overhead | 16 | 17 | - | - | 9 | 6 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
17 | 25 | Overhead | 16 | 17 | - | - | 6 | 10 | - | - | - | - | - | |
|
Command Normals
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Raw | 16x2 | 20 | Mid | 12x2 | 16x2 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
Canceled | 10x2 | 13 | Mid | 8x2 | 10x2 | - | - | - | - | - | - | - | - | - |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
14(10)x2 | 18(13) | Mid | 12(8)x2 | 14(10)x2 | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
10 | 14 | Mid | 8 | 10 | - | - | - | - | - | - | - | - | - | |
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Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20 | 20 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20 | 20 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Special Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
14 | 20 | Mid | 8 | 8 | - | - | - | - | - | - | - | - | - | |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
dp A | 18 | 20 | Mid | 8 | 8 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp C | 16x3 | 20 | Mid | 8x3 | 8x3 | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st Rekka | 8 | 13 | Mid | 0 | 8 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
2nd Rekka | 8 | 13 | Mid | 0 | 8 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
3rd Rekka | 13 | 16 | Mid | 0 | 13 | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st Rekka | 8 | 13 | Mid | 0 | 8 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
2nd Rekka | 8 | 13 | Mid | 0 | 8 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
3rd Rekka | 13 | 16 | Mid | 0 | 13 | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
hcb B | 11+0+14 | 11, 0, 14 | Mid | 0 | 0 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
hcb D | 11+0+14 | 11, 0, 14 | Mid | 0 | 0 | - | - | - | - | - | - | - | - | - |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | Throw | 0 | 0 | - | - | - | - | - | - | - | - | - | |
|
Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1+(1x8)+(12x4) | 1, 1, 12 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0+(1+10)~ | 1 | Mid | 0 | 0 | 0 | 0 | X | - | - | - | - | - | - | |
|
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
8x15 | 8 | Throw | 0 | 0 | 0 | X | 0+0 | 1 | 18 | 19 | HKD | X | 1F-4F (Lower invul on legs up to knees) | |
|
Strategy
Basic Strategy
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.
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.
Match-Ups
Red Arremer
Use flame super when he has minions fully stocked to clear the screen. Once O. Iori's in, it's very difficult for Red Arremer to shake him off as he has very little to work with, relying on his terrible buttons to deal with O. Iori's speed.
Goenitz
Wait out his projectile and then get in, he doesn't have a good reversal, so it is very easy to pressure him.
Mars People
It may be difficult to super jump over the orange fireball. Teleport makes rushdown difficult when used well, but it can be punished fairly easily with sj.4B.
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
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May change to numpad notation much later down the road. |
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X crossup,) f.A~A, qcf C | TBA | TBA | TBA | TBA | 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. |
(j.X,) cl.C, qcf P | TBA | TBA | TBA | TBA | Easier than the above. |
(j.X crossup,) cr.B, cr.A, dp A | TBA | TBA | TBA | TBA | 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). |
(j.X,) cl.C, dp A | TBA | TBA | TBA | TBA | Does more damage than the above but has no low starter. |
(j.X,) cr.B, cr.A, f.A, qcb P x3 | TBA | TBA | TBA | TBA | 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. |
(j.X,) cl.C, f.A, qcb C x3 | TBA | TBA | TBA | TBA | 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. |
(j.X,) cl./cr.B, f.A~A, qcb C x3 | TBA | TBA | TBA | TBA | 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. |
(cl./cr.A/B,) hcb~f P, walk up, cl.C starter combo | TBA | TBA | TBA | TBA | With normal Iori, you need to learn how to combo after command grab since it isn't terribly lenient. That, and st.C not being cancellable on its own in SVC forces you to learn to combo off of it anyways. Orochi Iori doesn't have this issue at all. He not only gets plenty of time to follow-up after the command grab, but his walk speed is so fast he can just walk up to the opponent and easily get a cl.C starter combo. |
(corner) (cl./cr.A/B,) hcb~f P, walk forward, (cl./cr.A/B,) hcb~f P, walk up, cl.C starter combo | TBA | TBA | TBA | TBA | While O.Iori has his back to the corner. Kinda strange, but it works. It's just an extension to the combo above. |
cr.A, hcb~f P, dash/walk forward, repeat the process | TBA | TBA | TBA | TBA | 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. |
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X crossup,) cl./cr.B, f.A, qcf~hcb P | TBA | TBA | TBA | TBA | Pretty nice confirm. Has a low starter and does great damage as well. This combo requires you button hold in order for the f.A to cancel immediately into super, or else nothing happens. Doing button hold too early can also lead to O. Iori doing rekka instead. |
(j.X,) cl./cr.C, (f.A,) qcf~hcb P | TBA | TBA | TBA | TBA | Does more damage than the above, but has no low starter. f.A only combos on EQ and Hugo without a crossup j.4B. Against Genjuro, it is possible to do j.4B, cl.C, f.A, qcf~hcb P if Genjuro is close enough to O. Iori. Unknown if this works against other characters, however it is unlikely. It's better to do the below combo, instead, for most matchups. |
(j.X,) f.A~A, qcf~hcb P | TBA | TBA | TBA | TBA | Easier to land off of a j.4B as this pulls the opponent closer to O. Iori if he otherwise doesn't get a backhit. This also gives O. Iori a hit-confirm since it's one additional attack to confirm the combo with, as opposed to just a jump-in or one single cl.C. This also works for every matchup, so default to this instead of cl.C. |
(j.4B,) cl.B, f.A, Exceed | TBA | TBA | TBA | TBA | |
(j.X,) cl./cr.C, Exceed | TBA | TBA | TBA | TBA |
Max Mode Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X crossup,) cl.C, qcb A x2, [(C)hcb K(1), (C)qcb A x2,]xN, qcf~hcb P | TBA | TBA | TBA | TBA | Orochi Iori has better startup on his rekkas which makes this possible. |
(j.X crossup,) cl.C, dp C(2), (C)qcb C, (C)dp C(1), (C)qcb C, [(C)hcb K(1), (C)qcb A x2,]xN, qcf~hcb P | TBA | TBA | TBA | TBA | The same loop combo but with a dp C to start the loop. While technically, O. Iori can combo off of dp C(2), all he can really do is qcf P or qcb P. After the second qcb C, dp C whiffs completely, making the combo somewhat pointless to do beyond one dp C anyways. O. Iori can't even max cancel into ranbu super, so you have to do hcb K loops with rekka in order to combo his super in Max Mode. |