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{{SVC Character Subnav|name=Iori Yagami}} | |||
{| class="wikitable" style="float:right; margin-left: 10px;" | {| class="wikitable" style="float:right; margin-left: 10px;" | ||
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! align="center" colspan="2" | [[image:Iorisvc.gif|"I'll grant a final request: how do you wish to die?"|center]] | ! align="center" colspan="2" | [[image:Iorisvc.gif|"I'll grant a final request: how do you wish to die?"|center]] | ||
|- | |- | ||
| '''Difficulty''' || Easy | | '''Category''' || Normal | ||
|- | |||
| '''Playstyle''' || Rushdown | |||
|- | |||
| '''Difficulty''' || Simple/Easy | |||
|- | |- | ||
| '''Max Mode Needed?''' || Up to you, but it helps | | '''Max Mode Needed?''' || Up to you, but it helps | ||
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| '''Crouching Hitbox''' || Short | | '''Crouching Hitbox''' || Short | ||
|- | |- | ||
| '''Defense Modifier''' || 223 | |||
|- | |||
| '''Wall Jump''' || No | |||
|} | |} | ||
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Iori Yagami, one of the most popular characters in the KOF series and SNK characters in general, and infamously one of the strongest characters in several KOF releases. Here, he's basically a copy and paste of his KOF2002 iteration, so he still holds up quite well, however due to the system changes he does suffer a bit. Most notably, no hops, no running, and no manual Max Mode activation leaves his rushdown pressure to not be quite as good. Plus, he feels a tad slower. But if you play Iori in KOF, even if just a little, you already have enough know-how to play him in this game. After all, it's Iori - he almost never changes. Even if you prefer his [[SvC Chaos: SNK Vs Capcom/Orochi Iori|Orochi form]], it's still recommended to play normal Iori first just to get a hang of how Iori feels in SVC. | Iori Yagami, one of the most popular characters in the KOF series and SNK characters in general, and infamously one of the strongest characters in several KOF releases. Here, he's basically a copy and paste of his KOF2002 iteration, so he still holds up quite well, however due to the system changes he does suffer a bit. Most notably, no hops, no running, and no manual Max Mode activation leaves his rushdown pressure to not be quite as good. Plus, he feels a tad slower. But if you play Iori in KOF, even if just a little, you already have enough know-how to play him in this game. After all, it's Iori - he almost never changes. Even if you prefer his [[SvC Chaos: SNK Vs Capcom/Orochi Iori|Orochi form]], it's still recommended to play normal Iori first just to get a hang of how Iori feels in SVC. | ||
{ | {{ ProConTable | ||
| pros= | |||
* '''Good movement and damage:''' Packing above average movement speeds and movement tools like his j.4B, Iori can comfortably move around in matches with little issue all the while keep up in neutral with good pokes and simple combos, too. Keep in mind his movement speed is very slightly slower than characters like Kyo or Ryu, but it rarely matters, if ever. | |||
* '''Great buttons in general:''' Between sweep, his command normals, all of his lights, the jump buttons, and so on, none of Iori's attacks are lacking good hitboxes and often contain good frame data, too. All of his buttons are good for something, and with few downsides to each of them that he plays neutral comfortably thanks to them. | |||
| | * '''Capable of both zoning and rushdown:''' Though only a simple fireball, it's a grounded fireball which helps give him a slight advantage in some matchups that can't easily circumvent grounded fireballs. Plus, his buttons are decent midrange poking attacks. The rest of his kit excels at emphasizing Iori as one of the better rushdown characters in the game. | ||
* '''Command grab for mixups and combo extensions:''' Even against the worst matchups, Iori can rely on his command grab which not only opens up the opponent, but gives him a combo starter too, one that's easy to combo with. Unlike other games, he is unable to cancel his st.C, limiting some of his combo flexibility. He also swaps sides with the opponent as a trade-off, but isn't always a big downside depending on the circumstances, either. Plus, it has really good range to compensate for its slower startup. | |||
* Good | * '''Taco gives him easy cross up combos:''' Iori's famous j.4B, used both as a backdash attack and as a cross-up button, is a pre-canned mixup but one with a big hitbox, high frame advantage after connecting and offers easy to utilize mixups on wakeup. It's safe pressure even with front step, and when used right can be harder to react to. The only downside is the lack of hops in the game. | ||
* Great | * '''Max Mode is very useful but not necessary:''' Iori's complete as a character and packs many already rewarding and easy to use combos that don't require using Max Mode while still keeping up with most of the roster in terms of damage. This also makes his meter management easier to put up with overall if you can keep the life lead as he requires less meter as a result. And if you dash input your front steps, you'll always make more than enough meter back to restore the meter spent using it. | ||
* '''Level 1 super has a free followup for free damage:''' Maiden Masher's follow-up from KOF2002 was added, but likely due to the rushed development, costs no meter. There's no reason not to use it, either. It really is free damage, albeit only a small chunk. | |||
* Capable of both zoning and rushdown | * '''Easy to master:''' Not only that, but he's also great for learning both SVC and KOF. One of the easiest characters to pick up in both games, he's pretty self-explanatory and perhaps most importantly, will help teach good spacing and simple but rewarding front step punishes, even meterless. | ||
* Command grab for mixups and combo extensions | | cons= | ||
* Taco | * '''Useful, but really slow overhead:''' One of the slowest overheads in the game, it doesn't help much to open up opponents and is easy to react to. It's more useful now since he lacks hops, but is still risky to use. | ||
* | * '''Iffy backdash without j.4B:''' Iori's default backdash isn't too good for escaping or movement in general, which leaves you to using j.4B for the added distance, if you can afford to travel fullscreen and risk losing some space control. | ||
* Level 1 super has a free followup for free damage | * '''Overall unsafe with what he does:''' While his frame advantages aren't awful per se, tools like his sweep and rekkas, or even his far buttons, become unsafe due to front step being a factor. | ||
| | * '''Just like Kyo, he is meter hungry...:''' Both his supers are essential for giving him optimal damage as he doesn't have the missing KOF mechanics to rely on. Maiden Masher is in general a solid super, and though his 236 x2 K super isn't as good, still has some good utility to it. | ||
* Just like Kyo, he is meter hungry... | * '''...But Max Mode optimizes his damage anyways:''' Again, you don't need Max Mode as Iori. But when you do use it, you'll notice a pretty big damage difference that makes it more comfortable for him to fight against the top tiers by having to dish out fewer punishes and combos thanks to it. | ||
* ...But | * '''Exceed is a counter:''' Iori, being a rushdown character, has no need for a counter focused super. While it's the better of the two counter Exceeds in the game, you have to go out of your way to use it when it lacks any other utility other than being a different defense option other than his DP. | ||
* '''Is not as strong at rushdown in this game compared to KOF:''' Besides slightly reduced frame advantages and the risk of front step punishes, the lack of hops, running, rolls, and other KOF mechanics that are absent in SVC bogs him down. What's worse is he wasn't designed around the SVC system either, but instead just copy and pasted from KOF2002. | |||
* Exceed is a counter | * '''Most of his flaws boil down to being in SVC Chaos:''' Iori is a case of a good character in a game system that doesn't suit him. Or more specifically, the lack of hops, run and other KOF movement options, inability to utilize Max Mode whenever, and a few other points, Iori really doesn't get much to take advantage of the system to the fullest. He still puts up a solid fight, but his overall gameplay is hampered by the pace of SVC. | ||
}} | |||
<center>{{FrameDataKey-SVC}}</center> | |||
* Is not as strong at rushdown in this game compared to KOF | |||
== | ==Move List== | ||
===Normal Moves=== | ===Normal Moves=== | ||
====Close Normals==== | ====Close Normals==== | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=5 | ||
|Counter Dmg=6 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=5 | |||
|Stun=5 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=6 | ||
|Active= | |Active=4 | ||
|Recovery= | |Recovery=5 | ||
|Total= | |Total=15 | ||
|Hit Adv= | |Hit Adv=+3 | ||
|Block Adv= | |Block Adv=+1 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Just a Light Attack chain starter, but not the best one. Can chain into itself and other Light Attacks. Can be normal canceled too. | |description=* Just a Light Attack chain starter, but not the best one. Can chain into itself and other Light Attacks. Can be normal canceled too. | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=5 | ||
|Guard= | |Counter Dmg=6 | ||
|Guard=Low | |||
|G. Crush=5 | |||
|Stun=5 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=6 | ||
|Active= | |Active=3 | ||
|Recovery= | |Recovery=5 | ||
|Total= | |Total=14 | ||
|Hit Adv= | |Hit Adv=+4 | ||
|Block Adv= | |Block Adv=+2 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Cancelable move that hits low. Important for mixup games, and it's Iori's main Light Attack chain ender, Can't chain into other Light Attacks, sadly. Interestingly enough, you can link a cl. | |description=* Cancelable move that hits low. Important for mixup games, and it's Iori's main Light Attack chain ender, Can't chain into other Light Attacks, sadly. Interestingly enough, you can link a cl.C after this move(And you can cancel it, leading for combos). | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=21 | ||
|Counter Dmg=30 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=16 | |||
|Stun=20 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=3 | ||
|Active= | |Active=2, 5 | ||
|Recovery= | |Recovery=14 | ||
|Total= | |Total=24 | ||
|Hit Adv= | |Hit Adv=-1 | ||
|Block Adv= | |Block Adv=-3 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Important move for his combos, but use it if you need damage. | |description=* Important move for his combos, but use it if you need damage. | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=21 | ||
|Counter Dmg=30 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=16 | |||
|Stun=20 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=6 | ||
|Active= | |Active=6 | ||
|Recovery= | |Recovery=13 | ||
|Total= | |Total=25 | ||
|Hit Adv= | |Hit Adv=+1 | ||
|Block Adv= | |Block Adv=-1 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Not that useful as a normal. Can't be normal canceled, but can catch your opponent if he jumps. | |description=* Not that useful as a normal. Can't be normal canceled, but can catch your opponent if he jumps. | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=6 | ||
|Counter Dmg=7 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=6 | |||
|Stun=6 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=7 | ||
|Active= | |Active=3 | ||
|Recovery= | |Recovery=3 | ||
|Total= | |Total=13 | ||
|Hit Adv= | |Hit Adv=+6 | ||
|Block Adv= | |Block Adv=+4 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Good as a poke, and only that, because it can't be normal canceled. I think it can chain into itself on certain characters. | |description=* Good as a poke, and only that, because it can't be normal canceled. I think it can chain into itself on certain characters. | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=7 | ||
|Counter Dmg=8 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=7 | |||
|Stun=7 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=7 | ||
|Active= | |Active=4 | ||
|Recovery= | |Recovery=7 | ||
|Total= | |Total=18 | ||
|Hit Adv= | |Hit Adv=+1 | ||
|Block Adv= | |Block Adv=-1 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Use it as a poke. It has better reach than the Far move above too. Cannot be normal canceled. | |description=* Use it as a poke. It has better reach than the Far move above too. Cannot be normal canceled. | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=21 | ||
|Counter Dmg=30 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=16 | |||
|Stun=20 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=8 | ||
|Active= | |Active=3 | ||
|Recovery= | |Recovery=20 | ||
|Total= | |Total=31 | ||
|Hit Adv= | |Hit Adv=-3 | ||
|Block Adv= | |Block Adv=-5 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Just a fast scratch, cannot be normal canceled. | |description=* Just a fast scratch, cannot be normal canceled. | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=21 | ||
|Counter Dmg=30 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=16 | |||
|Stun=20 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=11 | ||
|Active= | |Active=8 | ||
|Recovery= | |Recovery=20 | ||
|Total= | |Total=39 | ||
|Hit Adv= | |Hit Adv=-8 | ||
|Block Adv= | |Block Adv=-10 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Has the best reach on his Far normals. It's unsafe on block, your opponent can easily do a GCF and punish you after it. | |description=* Has the best reach on his Far normals. It's unsafe on block, your opponent can easily do a GCF and punish you after it. | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=5 | ||
|Counter Dmg=6 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=5 | |||
|Stun=5 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=6 | |Startup=6 | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=5 | ||
|Counter Dmg=6 | |||
|Guard=Low | |Guard=Low | ||
|G. Crush=5 | |||
|Stun=5 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=6 | |Startup=6 | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=17 | ||
|Counter Dmg=18 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=16 | |||
|Stun=16 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=8 | |Startup=8 | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=21 | ||
|Counter Dmg=30 | |||
|Guard=Low | |Guard=Low | ||
|G. Crush=16 | |||
|Stun=16 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=6 | |Startup=6 | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=6 | ||
|Counter Dmg=7 | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush=6 | |||
|Stun=6 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=4 | |Startup=4 | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=7 | ||
|Counter Dmg=8 | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush=7 | |||
|Stun=7 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=5 | |Startup=5 | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=21 | ||
|Counter Dmg=30 | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush=16 | |||
|Stun=20 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=9 | |Startup=9 | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=21 | ||
|Counter Dmg=30 | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush=16 | |||
|Stun=20 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=6 | |Startup=6 | ||
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}} | }} | ||
===Command | ===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=f.A | |||
|Damage=14(10) | |||
|Counter Dmg=18(13) | |||
|Guard=Mid | |||
|G. Crush=11(7) | |||
|Stun=16(10) | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* A scratch with the same animation as his f.C. Can't be normal canceled, but it's very useful on Max Mode combos. | |||
}} | |||
{{AttackData-SVC | |||
|version=f.A > [A] | |||
|Damage=14(10) | |||
|Counter Dmg=18(13) | |||
|Guard=Mid | |||
|G. Crush=11(7) | |||
|Stun=16(10) | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This followup is a little strange... It can be normal canceled, but the timing to make it hit needs to be perfect. This one is useful on some normal mode combos. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
* | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle=f.B | |||
|caption= | |||
|name=Geshiki: Goufu In ~Shinigame~ | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=14(10) | |||
|Counter Dmg=18(13) | |||
|Guard=Mid | |||
|G. Crush=11(7) | |||
|Stun=14(10) | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Just a slow overhead that can't be normal canceled, but it loses this properties if canceled into(It won't act as an overhead, and can be normal canceled. Oh, it will continue being slow too). It can't combo after a normal too, so... Just use it like an overhead(I think you can do Max Mode combos beginning with it). | |||
}} | |||
}} | |||
===== <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=7 | |||
|Stun=10 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This one is important. Very important, I can assume. If you used him on KoF 2002, you'll most likely know what this move can do. If not, just use it in the air and try to see what it can do. Huh? You haven't got a hit? Try to crossup with it, and land a combo, to see what it can do. Just hold the button to the direction Iori is facing, and press the B button when you're on your opponent's back. This move can be used after a backdash too, which will make you dash longer(Useful if you need to run away when the timer is reaching zero). | |||
}} | |||
}} | |||
===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=24 | |||
|Counter Dmg=24 | |||
|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=24 | |||
|Counter Dmg=24 | |||
|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=== | ===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=16 | |||
|Counter Dmg=20 | |||
|Guard=Mid | |||
|G. Crush=11 | |||
|Stun=8 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Iori's basic ground projectile. You won't need this so much on combos, but you can use it as a meaty, or if you need to negate other projectiles. 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=20 | |||
|Counter Dmg=20 | |||
|Guard=Mid | |||
|G. Crush=11 | |||
|Stun=8 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This DP-like move has many uses! It can be used as an anti-air(Better with the A version), or on combos, because it can be max canceled(Use the C version for that, it does 3 hits too). | |||
}} | |||
{{AttackData-SVC | |||
|version=dp C | |||
|Damage=16x3 | |||
|Counter Dmg=20 | |||
|Guard=Mid | |||
|G. Crush=11x3 | |||
|Stun=8x3 | |||
|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=dp K | |||
|caption= | |||
|name=311 Shiki: Tsumagushi | |||
|data= | |||
{{AttackData-SVC | |||
|version=dp B | |||
|Damage=22 | |||
|Counter Dmg=26 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=0 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=dp D | |||
|Damage=24 | |||
|Counter Dmg=28 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=0 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This is an interesting move for Iori. The button pressed determines the distance Iori will move. If you need to punish your opponent's projectiles, use this(While Iori's in the air, he gains autoguard hitboxes). For the hit, nothing special about it, but you max cancel it(That means, you can punish projectiles with a combo in Max Mode). | |||
}} | |||
}} | |||
===== <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=11 | |||
|Counter Dmg=13 | |||
|Guard=Mid | |||
|G. Crush=2 | |||
|Stun=8 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=2nd Rekka | |||
|Damage=11 | |||
|Counter Dmg=13 | |||
|Guard=Mid | |||
|G. Crush=4 | |||
|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=6 | |||
|Stun=11 | |||
|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=11 | |||
|Counter Dmg=13 | |||
|Guard=Mid | |||
|G. Crush=2 | |||
|Stun=8 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=2nd Rekka | |||
|Damage=11 | |||
|Counter Dmg=13 | |||
|Guard=Mid | |||
|G. Crush=4 | |||
|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=6 | |||
|Stun=11 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Probably Iori's most classic move. This Rekka move is very good on punish situations, and you can do good combos in 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 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). Combo the A version from the Light Attacks(The most used, Light Attack Chains rule), and the C version from the Heavy Attacks(Most damaging, better for punish situations). Any hit can be max canceled too, leading for nice combos. | |||
}} | |||
}} | |||
===== <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=* This is another classic move. Iori dashes and grabs the opponent, but it's blockable(And very unsafe on block). You can use this on combos, or as an option to dash while your opponent is knocked down. | |||
}} | |||
{{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=* | |||
}} | |||
}} | |||
===== <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=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This is a great grab(It's unblockable this time). It doesn't do damage, but you can followup with almost anything after it(The easiest followup is Iori's Rekka move). Iori will move a little forward during the grab. I think you can dash and followup with a combo, like on KoF 2002(But in there, you had a run, not a dash). Dunno if you can cancel a normal into it, but I think you could on KoF. | |||
}} | |||
}} | |||
===Super Moves=== | ===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 | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0+(1x7)+32 | |||
|Counter Dmg=0, 1, 32 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Classic move. Mainly used on combos. When this move connects , Iori will do a series of attacks, ending with a grab, and an explosion. During the dash, Iori can pass under some projectiles(Like [[Sagat (SvC)|Sagat's]] High Tiger). Use this on combos only, because it's very unsafe on block. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf x4 AC | |||
|caption= | |||
|name=Ura 306 Shiki: Saika | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=(1x6)+14 | |||
|Counter Dmg=1, 14 | |||
|Guard=X | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* '''Follow-up only possible after Iori's ranbu super (the one listed above).''' | |||
* If you played KoF after the 2001 edition, you'll be familiar with this followup. It's better if you learn this, because it's free damage on your opponent(I mean, you won't lose meter). Iori will slash, and after it, a flame pillar will knock your opponent down. Always try to execute it(Again, it's free damage), but it's a little hard to connect with it(For me it was, but on KoF it was very easy, I can assume). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf x2 K | |||
|caption= | |||
|name=Ura 311 Shiki: Saku Tsumagushi | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0+(32x7) | |||
|Counter Dmg=0, 32 | |||
|Guard=Overhead | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Remember that special move to punish projectiles? It's a super version of it. Iori yells "Ikuzo!"(Means "Let's go!"), and grabs the opponent if it connects. It will be an overhead on each version, and does decent damage. The B version will make Iori does a (almost) fullscreen jump, and the D version will make him do a fullscreen jump. | |||
}} | |||
}} | |||
===Exceed=== | ===Exceed=== | ||
{{MoveData | |||
|image= | |||
|subtitle={{Motion|63214}}{{Motion|63214}}{{Icon-SNK|A}}{{Icon-SNK|C}} | |||
|caption= | |||
|name=Chi no Bousou | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=29x4 | |||
|Counter Dmg=29 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup=1+1 | |||
|Active=63 | |||
|Recovery=13 | |||
|Total=78 | |||
|Hit Adv=HKD (+6) | |||
|Block Adv=X | |||
|Invulnerability=1F~2F (startup), 3F~19F (Full body invul during active), 20F~65F (Upper body invul above knees) | |||
|description=* Iori's counter Exceed, where he turns into his Orochi form and poses by bending over. If something hit him, he will do nice damage on his opponent. | |||
* Can be interrupted with grounded or large projectiles and grabs | |||
* Active for an unusually long time, but with only some recovery. The exact moment Iori enters the recovery phase is visually unclear until later on in the animation, so you will need to practice waiting it out if you're aiming to do a full combo punish. | |||
* A very counterintuitive super to Iori's kit. Iori, a rushdown character, has zero other tools that involve counters or playing defensively beyond fireball, and is a very aggressive character that prefers not playing defense when he doesn't need to. | |||
* When it does connect, it's enough to drain an entire life bar, on top of giving Iori some oki to work with. Plus, it starts up almost instantly, so it is possible to make situationally good use out of it. | |||
* You will catch a few wins with the Exceed, whether out of people unaware of how active it is, or experienced players getting caught by it regardless thinking the active frames ended, but it should not be relied upon. Not a garbage Exceed, but arguably one of the worst in the game for how anti-synergistic it is. | |||
* Ironically, Iori's counter Exceed is better than Kasumi's counter Exceed in every regard except the plus advantage on HKD. | |||
}} | |||
}} | |||
== | ==Strategy== | ||
===Basic Strategy=== | |||
'''''Iori's gameplan''''' | '''''Iori's gameplan''''' | ||
Iori is a damage-based character(That means, he is fully offensive). What do you need to do? Damage(With his easy combos), crossup combos(You know how, and the crossup ones are easy to land), mixups(You have a slow overhead and a standing low-hitting move for that), anti-airs(DP is the best one for that), meaty projectiles(Free damage is still damage) and things like that(If you're doing damage, you're okay). If you need to punish, do it with a damaging combo(Especially if you use his dash super with the followup, or in case you're in Max Mode, cancel if you punished a projectile), that's how Iori works. If you're a KoF 2002 player, of course, you can use his strategies from there, but I can't say that they will work(In that game, we had short hops, which helped on Iori's offensive game). Well, that's it, be offensive, and good luck in your future games. | Iori is a damage-based character(That means, he is fully offensive). What do you need to do? Damage(With his easy combos), crossup combos(You know how, and the crossup ones are easy to land), mixups(You have a slow overhead and a standing low-hitting move for that), anti-airs(DP is the best one for that), meaty projectiles(Free damage is still damage) and things like that(If you're doing damage, you're okay). If you need to punish, do it with a damaging combo(Especially if you use his dash super with the followup, or in case you're in Max Mode, cancel if you punished a projectile), that's how Iori works. If you're a KoF 2002 player, of course, you can use his strategies from there, but I can't say that they will work(In that game, we had short hops, which helped on Iori's offensive game). Well, that's it, be offensive, and good luck in your future games. | ||
==Advanced Strategy== | ===Advanced Strategy=== | ||
===Match-Ups=== | ====Match-Ups==== | ||
==Combos== | ==Combos== | ||
{| | <center>{{Template:ComboNotationKey-SVC}}</center> | ||
===Starters=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Starters | |||
|- | |- | ||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |- | ||
|cl.B, cl.C | |cl.B, cl.C || TBA || TBA || TBA || TBA || Iori's link and potential starter. You can learn it if you want since it's the best followup for his crossup command normal in a combo. You can also land it on a front facing opponent, but it also suffers from inconsistency issues. Iori needs to be close enough to land the cl.B to begin with, and then link cl.C right away which more likely results in Iori getting st.C instead. There's also the likelihood that Iori gets cl.C but the opponent is pushed too far back on front hit resulting in a whiffed cl.C instead. As with almost any link in KOF in general, you '''''DON'T''''' need it. It's a pretty tight link, so it's better to just ignore it and go for his more consistent options as you lose almost nothing. The pushback on cl.B makes it easy to drop. | ||
| | |||
|Iori's link and potential starter. You can learn it if you want since it's the best followup for his crossup command normal in a combo. You can also land it on a front facing opponent, but | |||
|- | |- | ||
|cr.B x1-2, cr.A | |cr.B x1-2, cr.A, (f.A) || TBA || TBA || TBA || TBA || Consistent low hitting light starter. Chaining cr.B into cr.A takes some practice but it's easy to learn, and something you should prioritize learning if you're playing Iori in any capacity. Omit f.A unless you're comboing into super, since f.A is only super cancellable. | ||
| | |||
|Consistent low hitting light starter. Chaining cr.B into cr.A takes some practice but it's easy to learn, and something you should prioritize learning if you're playing Iori in any capacity. | |||
|- | |- | ||
|cl.B, f.A~A | |cl.B, f.A~A || TBA || TBA || TBA || TBA || Another light starter that also hits low, but unlike KOF, the knockback in SVC can actually prevent Iori from comboing after the f.A command normal. If this connects as a backhit, then the follow-ups afterwards are more consistent, but front hitting it's not as reliable. You can omit the second A attack if you're super cancelling to ensure the combo lands or if you're in Max Mode. Still useful to know since it doesn't drop in regular KOF, and it likely won't drop against bigger characters, just keep in mind it has consistency issues. | ||
| | |||
|Another light starter that also hits low, but unlike KOF, the knockback in SVC can actually prevent Iori from comboing after the f.A command normal. If this connects as a backhit, then the follow-ups afterwards are more consistent, but front hitting it's not as reliable. You can omit the second A attack if you're super cancelling to ensure the combo lands or if you're in Max Mode. Still useful to know since it doesn't drop in regular KOF, and it likely won't drop against bigger characters, just keep in mind it has consistency issues. | |||
|- | |- | ||
|cl.C, (f.A~A) | |cl.C, (f.A~A) || TBA || TBA || TBA || TBA || Heavy starter. Since the f.A is only super or free cancellable on the first hit, you usually can only do cl.C in a combo. Doing the f.A command normal will connect the first hit but the second hit will whiff. | ||
| | |||
|Heavy starter. Since the f.A is only super or free cancellable, you usually can only do cl.C in a combo. Doing the f.A command normal will connect the first hit but the second hit will whiff. | |||
|- | |- | ||
| | |j.4B, any starter || TBA || TBA || TBA || TBA || Easiest way to confirm a cl.B, cl.C link if you want to use it. All other starters work just fine, though, and are what you'll see in most matches instead. Usually, people opt for either cl.C or cr.B, cr.A instead. | ||
|- | |||
|} | |||
===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,) Starter, qcb P x3 || TBA || TBA || TBA || TBA || Simple Iori BnB that you'll do in every match as it's an easy confirm/punish into rekka or Maiden Masher. Can be done both as a low starter and with a cl.C after a punish/front step. | |||
|- | |||
|(j.X,) cl.B, f.A~A, qcb A x3 || TBA || TBA || TBA || TBA || The same as his normal rekka combo but with a catch to it. On backhit, it combos like normal, but on front hit, the first qcb A whiffs. It is possible to still combo the rest of the rekka so long as you cancel the first rekka very quickly. Button hold helps in this regard. | |||
|- | |||
|(j.X,) cl.C, hcb K || TBA || TBA || TBA || TBA || Roughly the same (if not more than) damage as rekka that Iori can get, which also leads into a HKD. | |||
|- | |||
|hcb~f P, dash, cl.C starter combo || TBA || TBA || TBA || TBA || Another staple Iori combo you'll see a lot in KOF is to combo off of his command grab. In KOF, even if you cannot perform the run up cl.C, it was only a damage optimization, so you could opt for st.C or go straight to special/super anyways. Unfortunately, that's not the case here. Iori absolutely must run up to do cl.C to start any combo since st.C is not special cancellable outside of max mode. While Iori can super cancel st.C, the super will not combo from the distance set by command grab. Either that or go right to special/super. It's easier to do here since it's a dash instead of run, so Iori will always run a set distance so timing cl.C is easier, but is still a skill you need to practice. | |||
|- | |||
|} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Super Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|(j.X,) Starter, qcf~hcb P > qcf x4 AC || TBA || TBA || TBA || TBA || Simple Iori BnB that you'll do in every match as it's an easy confirm/punish into rekka or Maiden Masher. Can be done both as a low starter and with a cl.C after a punish/front step. | |||
|- | |||
|cr.A, hcb~f P, cr.A, hcb~f P, dash, cl.C, qcb C x3 / qcf~hcb P > qcf x4 AC || Corner || TBA || TBA || TBA || Only when Iori is in the corner. A very hard combo, but possible in a real match even though you'll likely drop it anyways. You can add a crossup attack to go in the corner too if you need a little more damage and a hit-confirm also. It might be possible to loop the cr.A > hcb~f P command grab loop midscreen as well, as it is possible in KOF, but the timing is different due to a forward dash instead of run. Combo purely for styling on the opponent. To buffer command grab, simply do half of the hcb motion, then press cr.A, and finish the motion to cancel cr.A into command grab as quickly as possible. | |||
'''Needs confirmation that this works. Doing cr.A > hcb~f P whiffs the command grab on front hitting Ryu at point blank range, suggesting this is not a possible combo.''' | |||
|- | |||
|} | |||
===Max Mode Combos=== | |||
* '''Note:''' You can opt to replace cl.C with a light starter into f.A, but keep in mind that f.A is only cancellable into special in max mode, so you're sacrificing some max mode meter for the tradeoff of a low/light starter, and more time to hit-confirm said combo. | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Max Mode Combos | |||
|- | |- | ||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |- | ||
|( | |(j.X) cl.C, [hcb K(1), (C)dp C(2)]xN, (SC)qcf~hcb P > qcf x4 AC || TBA || TBA || TBA || TBA || One of Iori's best Max Mode combos. He has more options, but this is one of the most consistent combos while also being decently damaging. Does overall less damage than in KOF2002, but it's still a must-have if you're doing Max Mode combos to optimize Iori's damage output. Can combo into ranbu super either from dp C or hcb K, so you're not restricted to where you can super cancel. | ||
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| | |(j.X) cl.C, [dp C(2), (C)qcb P]xN, (SC)qcf~hcb P > qcf x4 AC || TBA || TBA || TBA || TBA || Just another option for a combo. Harder to land than the above since the input reader can very easily mistake your DP motion as a ranbu input buffer. | ||
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|(j.X) cl.C, [ | |(j.X) cl.C, [dp C(2), (C)hcb K]xN, (SC)qcf x2 B || TBA || TBA || TBA || TBA || A slight variant to Iori's default max mode combo. Instead of comboing into ranbu super, you super cancel into his dp K super. It must be the B version of the super, which is fast enough to combo, whereas the D version has longer startup. No real reason to go for this option beyond style points, or if you really struggle to do ranbu inputs after hcb K but need a super cancel after it. qcf x2 B will not combo off of dp C(2). | ||
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|(j.X) cl.C, [ | |(j.X,) cl.C, hcb K(1), [(C)dp K, (C)hcb K(1),]xN, super || TBA || TBA || TBA || TBA || Another max mode combo variant. Mostly just there to look cool. | ||
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Latest revision as of 02:21, 28 July 2024
八神 庵, Yagami Iori | |
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Category | Normal |
Playstyle | Rushdown |
Difficulty | Simple/Easy |
Max Mode Needed? | Up to you, but it helps |
Tier Placement | Solid (B+) |
Standing Hitbox | ? |
Crouching Hitbox | Short |
Defense Modifier | 223 |
Wall Jump | No |
Introduction
Iori Yagami, one of the most popular characters in the KOF series and SNK characters in general, and infamously one of the strongest characters in several KOF releases. Here, he's basically a copy and paste of his KOF2002 iteration, so he still holds up quite well, however due to the system changes he does suffer a bit. Most notably, no hops, no running, and no manual Max Mode activation leaves his rushdown pressure to not be quite as good. Plus, he feels a tad slower. But if you play Iori in KOF, even if just a little, you already have enough know-how to play him in this game. After all, it's Iori - he almost never changes. Even if you prefer his Orochi form, it's still recommended to play normal Iori first just to get a hang of how Iori feels in SVC.
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.
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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.
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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)
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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.
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Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 6 | Mid | 5 | 5 | - | - | 6 | 4 | 5 | 15 | +3 | +1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 6 | Low | 5 | 5 | - | - | 6 | 3 | 5 | 14 | +4 | +2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
21 | 30 | Mid | 16 | 20 | - | - | 3 | 2, 5 | 14 | 24 | -1 | -3 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
21 | 30 | Mid | 16 | 20 | - | - | 6 | 6 | 13 | 25 | +1 | -1 | - | |
|
Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 7 | Mid | 6 | 6 | - | - | 7 | 3 | 3 | 13 | +6 | +4 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | 8 | Mid | 7 | 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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
21 | 30 | Mid | 16 | 20 | - | - | 8 | 3 | 20 | 31 | -3 | -5 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
21 | 30 | Mid | 16 | 20 | - | - | 11 | 8 | 20 | 39 | -8 | -10 | - | |
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Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 6 | Mid | 5 | 5 | - | - | 6 | 4 | 7 | 17 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 6 | Low | 5 | 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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
17 | 18 | Mid | 16 | 16 | - | - | 8 | 5 | 16 | 29 | -1 | -3 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
21 | 30 | Low | 16 | 16 | - | - | 6 | 6 | 31 | 43 | SKD | -19 | - | |
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Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 7 | Overhead | 6 | 6 | - | - | 4 | 9 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | 8 | Overhead | 7 | 7 | - | - | 5 | 7 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
21 | 30 | Overhead | 16 | 20 | - | - | 9 | 3 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
21 | 30 | Overhead | 16 | 20 | - | - | 6 | 3, 2 | - | - | - | - | - | |
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Command Normals
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
f.A | 14(10) | 18(13) | Mid | 11(7) | 16(10) | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
f.A > [A] | 14(10) | 18(13) | Mid | 11(7) | 16(10) | - | - | - | - | - | - | - | - | - |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
14(10) | 18(13) | Mid | 11(7) | 14(10) | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
10 | 14 | Mid | 7 | 10 | - | - | - | - | - | - | - | - | - | |
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Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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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 | - | - | - | - | - | - | - | |
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Special Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
16 | 20 | Mid | 11 | 8 | - | - | - | - | - | - | - | - | - | |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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dp A | 20 | 20 | Mid | 11 | 8 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp C | 16x3 | 20 | Mid | 11x3 | 8x3 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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dp B | 22 | 26 | Mid | 16 | 0 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp D | 24 | 28 | Mid | 16 | 0 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st Rekka | 11 | 13 | Mid | 2 | 8 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
2nd Rekka | 11 | 13 | Mid | 4 | 8 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
3rd Rekka | 13 | 16 | Mid | 6 | 11 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st Rekka | 11 | 13 | Mid | 2 | 8 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
2nd Rekka | 11 | 13 | Mid | 4 | 8 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
3rd Rekka | 13 | 16 | Mid | 6 | 11 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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hcb B | 11+0+14 | 11, 0, 14 | Mid | 0 | 0 | - | - | - | - | - | - | - | - | - |
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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 | - | - | - | - | - | - | - | - | - |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | Mid | 0 | 0 | - | - | - | - | - | - | - | - | - | |
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Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0+(1x7)+32 | 0, 1, 32 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
(1x6)+14 | 1, 14 | X | 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+(32x7) | 0, 32 | Overhead | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
29x4 | 29 | Mid | 0 | 0 | 0 | X | 1+1 | 63 | 13 | 78 | HKD (+6) | X | 1F~2F (startup), 3F~19F (Full body invul during active), 20F~65F (Upper body invul above knees) | |
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Strategy
Basic Strategy
Iori's gameplan
Iori is a damage-based character(That means, he is fully offensive). What do you need to do? Damage(With his easy combos), crossup combos(You know how, and the crossup ones are easy to land), mixups(You have a slow overhead and a standing low-hitting move for that), anti-airs(DP is the best one for that), meaty projectiles(Free damage is still damage) and things like that(If you're doing damage, you're okay). If you need to punish, do it with a damaging combo(Especially if you use his dash super with the followup, or in case you're in Max Mode, cancel if you punished a projectile), that's how Iori works. If you're a KoF 2002 player, of course, you can use his strategies from there, but I can't say that they will work(In that game, we had short hops, which helped on Iori's offensive game). Well, that's it, be offensive, and good luck in your future games.
Advanced Strategy
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
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May change to numpad notation much later down the road. |
Starters
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
cl.B, cl.C | TBA | TBA | TBA | TBA | Iori's link and potential starter. You can learn it if you want since it's the best followup for his crossup command normal in a combo. You can also land it on a front facing opponent, but it also suffers from inconsistency issues. Iori needs to be close enough to land the cl.B to begin with, and then link cl.C right away which more likely results in Iori getting st.C instead. There's also the likelihood that Iori gets cl.C but the opponent is pushed too far back on front hit resulting in a whiffed cl.C instead. As with almost any link in KOF in general, you DON'T need it. It's a pretty tight link, so it's better to just ignore it and go for his more consistent options as you lose almost nothing. The pushback on cl.B makes it easy to drop. |
cr.B x1-2, cr.A, (f.A) | TBA | TBA | TBA | TBA | Consistent low hitting light starter. Chaining cr.B into cr.A takes some practice but it's easy to learn, and something you should prioritize learning if you're playing Iori in any capacity. Omit f.A unless you're comboing into super, since f.A is only super cancellable. |
cl.B, f.A~A | TBA | TBA | TBA | TBA | Another light starter that also hits low, but unlike KOF, the knockback in SVC can actually prevent Iori from comboing after the f.A command normal. If this connects as a backhit, then the follow-ups afterwards are more consistent, but front hitting it's not as reliable. You can omit the second A attack if you're super cancelling to ensure the combo lands or if you're in Max Mode. Still useful to know since it doesn't drop in regular KOF, and it likely won't drop against bigger characters, just keep in mind it has consistency issues. |
cl.C, (f.A~A) | TBA | TBA | TBA | TBA | Heavy starter. Since the f.A is only super or free cancellable on the first hit, you usually can only do cl.C in a combo. Doing the f.A command normal will connect the first hit but the second hit will whiff. |
j.4B, any starter | TBA | TBA | TBA | TBA | Easiest way to confirm a cl.B, cl.C link if you want to use it. All other starters work just fine, though, and are what you'll see in most matches instead. Usually, people opt for either cl.C or cr.B, cr.A instead. |
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X,) Starter, qcb P x3 | TBA | TBA | TBA | TBA | Simple Iori BnB that you'll do in every match as it's an easy confirm/punish into rekka or Maiden Masher. Can be done both as a low starter and with a cl.C after a punish/front step. |
(j.X,) cl.B, f.A~A, qcb A x3 | TBA | TBA | TBA | TBA | The same as his normal rekka combo but with a catch to it. On backhit, it combos like normal, but on front hit, the first qcb A whiffs. It is possible to still combo the rest of the rekka so long as you cancel the first rekka very quickly. Button hold helps in this regard. |
(j.X,) cl.C, hcb K | TBA | TBA | TBA | TBA | Roughly the same (if not more than) damage as rekka that Iori can get, which also leads into a HKD. |
hcb~f P, dash, cl.C starter combo | TBA | TBA | TBA | TBA | Another staple Iori combo you'll see a lot in KOF is to combo off of his command grab. In KOF, even if you cannot perform the run up cl.C, it was only a damage optimization, so you could opt for st.C or go straight to special/super anyways. Unfortunately, that's not the case here. Iori absolutely must run up to do cl.C to start any combo since st.C is not special cancellable outside of max mode. While Iori can super cancel st.C, the super will not combo from the distance set by command grab. Either that or go right to special/super. It's easier to do here since it's a dash instead of run, so Iori will always run a set distance so timing cl.C is easier, but is still a skill you need to practice. |
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X,) Starter, qcf~hcb P > qcf x4 AC | TBA | TBA | TBA | TBA | Simple Iori BnB that you'll do in every match as it's an easy confirm/punish into rekka or Maiden Masher. Can be done both as a low starter and with a cl.C after a punish/front step. |
cr.A, hcb~f P, cr.A, hcb~f P, dash, cl.C, qcb C x3 / qcf~hcb P > qcf x4 AC | Corner | TBA | TBA | TBA | Only when Iori is in the corner. A very hard combo, but possible in a real match even though you'll likely drop it anyways. You can add a crossup attack to go in the corner too if you need a little more damage and a hit-confirm also. It might be possible to loop the cr.A > hcb~f P command grab loop midscreen as well, as it is possible in KOF, but the timing is different due to a forward dash instead of run. Combo purely for styling on the opponent. To buffer command grab, simply do half of the hcb motion, then press cr.A, and finish the motion to cancel cr.A into command grab as quickly as possible.
Needs confirmation that this works. Doing cr.A > hcb~f P whiffs the command grab on front hitting Ryu at point blank range, suggesting this is not a possible combo. |
Max Mode Combos
- Note: You can opt to replace cl.C with a light starter into f.A, but keep in mind that f.A is only cancellable into special in max mode, so you're sacrificing some max mode meter for the tradeoff of a low/light starter, and more time to hit-confirm said combo.
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X) cl.C, [hcb K(1), (C)dp C(2)]xN, (SC)qcf~hcb P > qcf x4 AC | TBA | TBA | TBA | TBA | One of Iori's best Max Mode combos. He has more options, but this is one of the most consistent combos while also being decently damaging. Does overall less damage than in KOF2002, but it's still a must-have if you're doing Max Mode combos to optimize Iori's damage output. Can combo into ranbu super either from dp C or hcb K, so you're not restricted to where you can super cancel. |
(j.X) cl.C, [dp C(2), (C)qcb P]xN, (SC)qcf~hcb P > qcf x4 AC | TBA | TBA | TBA | TBA | Just another option for a combo. Harder to land than the above since the input reader can very easily mistake your DP motion as a ranbu input buffer. |
(j.X) cl.C, [dp C(2), (C)hcb K]xN, (SC)qcf x2 B | TBA | TBA | TBA | TBA | A slight variant to Iori's default max mode combo. Instead of comboing into ranbu super, you super cancel into his dp K super. It must be the B version of the super, which is fast enough to combo, whereas the D version has longer startup. No real reason to go for this option beyond style points, or if you really struggle to do ranbu inputs after hcb K but need a super cancel after it. qcf x2 B will not combo off of dp C(2). |
(j.X,) cl.C, hcb K(1), [(C)dp K, (C)hcb K(1),]xN, super | TBA | TBA | TBA | TBA | Another max mode combo variant. Mostly just there to look cool. |