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= Introduction = | = Introduction = | ||
Orochi Iori has a raw, animal-like mentality, only able to speak a few words. He has a single-minded obsession with killing Kyo while in this state, to the point that he keeps screaming his name when he is not even present, but nonetheless he will attack anyone in his path. Due to his Yagami heritage, Iori can control fire. He can create purple fire from thin air, create fire balls, deliver punches of fire, create pillars of fire and put his own body on fire. His purple fire also has the sacred ability to put enemies in a stasis-like state. However, as a rule with all fire-based characters, Iori cannot control other fires that he didn't create, and is not immune to other types of fire. Orochi Iori's style is exactly the same as normal Iori's, but his strength and agility have been remarkably enhanced due to the Orochi power within him reaching peak levels. He is now twice as fast and twice as strong as he was before, but to offset this he takes twice as much damage as well when playable (this drawback does not exist when he is fought as a CPU-controlled character) as a more traditional glass-cannon-type of fighting game character. | |||
In some games, Iori in this state might have moves only exclusive to him, such as the Ura 108 Shiki: Ya Sakazuki (Reverse Method 108: Eight Wine Cups), a move available at times to normal Iori or the more unique Ura 100 Shiki: Oni Honoo (Reverse Method 100: Ogre Blaze) in Capcom vs. SNK and Capcom vs. SNK 2; even in some cases, he might also have the San Shingi no Ni (Three Divine Arts No. Two), only named as "????", which is a nod to him in his berserk form holding Orochi himself by the neck at the end of KOF '97, as well as the fact that the action was surprising at the time. | |||
Specific to CvS2, O.Iori has an incredibly fast jump and walk speed, making even Nakoruru and Vega seem slow. His damage is enhanced by new combo routes from Rekka, which allows put enemies into a free juggle state on the second hit, bringing bigger damage in certain situations. His jump let him punish fireballs more consistently, while his walk speed lets him quickly move in and out of opponent attack range. He loses the command grab, but gains a new super that has great stun potential in C-groove. | |||
O.Iori is banned in competitive play, due to being a console only character. He will be allowed in ranked play on the new Capcom Fighting Collection 2, as that version will be Capcom Vs SNK 2: EO for ranked mode. All boss characters will be allowed, but RC is removed. This means that while O.Iori is strong, he loses his best poke in RC Rekka. | |||
== Normal Moves == | == Normal Moves == | ||
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| input = 5LP / Far LP | | input = 5LP / Far LP | ||
| subtitle = Far Light Punch | | subtitle = Far Light Punch | ||
| image = | | image = CVS2 O.Iori 5LP.png | ||
| caption = | | caption = | ||
| linkname = 5LP | | linkname = 5LP | ||
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| input = 5MP / Far MP | | input = 5MP / Far MP | ||
| subtitle = Far Medium Punch | | subtitle = Far Medium Punch | ||
| image = | | image = CVS2 O.Iori 5MP.png | ||
| caption = | | caption = | ||
| linkname = 5MP | | linkname = 5MP | ||
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| input = 5HP / Far HP | | input = 5HP / Far HP | ||
| subtitle = Far Heavy Punch | | subtitle = Far Heavy Punch | ||
| image = | | image = CVS2 O.Iori 5HP.png | ||
| caption = | | caption = | ||
| linkname = 5HP | | linkname = 5HP | ||
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| input = 5LK / Far LK | | input = 5LK / Far LK | ||
| subtitle = Far Light Kick | | subtitle = Far Light Kick | ||
| image = | | image = CVS2 O.Iori 5LK.png | ||
| caption = | | caption = | ||
| linkname = 5LK | | linkname = 5LK | ||
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| input = 5MK / Far MK | | input = 5MK / Far MK | ||
| subtitle = Far Medium Kick | | subtitle = Far Medium Kick | ||
| image = | | image = CVS2 O.Iori 5MK.png | ||
| caption = | | caption = | ||
| linkname = 5MK | | linkname = 5MK | ||
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| input = 5HK / Far HK | | input = 5HK / Far HK | ||
| subtitle = Far Heavy Kick | | subtitle = Far Heavy Kick | ||
| image = | | image = CVS2 O.Iori 5HK.png | ||
| caption = | | caption = | ||
| linkname = 5HK | | linkname = 5HK | ||
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| input = cl.LP | | input = cl.LP | ||
| subtitle = Close Light Punch | | subtitle = Close Light Punch | ||
| image = | | image = CVS2 O.Iori cLP.png | ||
| caption = | | caption = | ||
| linkname = cl.LP | | linkname = cl.LP | ||
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| input = cl.MP | | input = cl.MP | ||
| subtitle = | | subtitle = | ||
| image = | | image = CVS2 O.Iori 5MP.png | ||
| caption = | | caption = | ||
| linkname = cl.MP | | linkname = cl.MP | ||
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| input = cl.HP | | input = cl.HP | ||
| subtitle = Close Heavy Punch | | subtitle = Close Heavy Punch | ||
| image = | | image = CVS2 O.Iori cHP.png | ||
| caption = | | caption = | ||
| linkname = cl.HP | | linkname = cl.HP | ||
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| input = cl.LK | | input = cl.LK | ||
| subtitle = Close Light Kick | | subtitle = Close Light Kick | ||
| image = | | image = CVS2 O.Iori cLK.png | ||
| caption = | | caption = | ||
| linkname = cl.LK | | linkname = cl.LK | ||
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| input = cl.MK | | input = cl.MK | ||
| subtitle = Close Medium Kick | | subtitle = Close Medium Kick | ||
| image = | | image = CVS2 O.Iori 5MK.png | ||
| caption = | | caption = | ||
| linkname = cl.MK | | linkname = cl.MK | ||
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| input = cl.HK | | input = cl.HK | ||
| subtitle = Close Heavy Kick | | subtitle = Close Heavy Kick | ||
| image = | | image = CVS2 O.Iori cHK.png | ||
| caption = | | caption = | ||
| linkname = cl.MK | | linkname = cl.MK | ||
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| input = 2LP / cr.LP | | input = 2LP / cr.LP | ||
| subtitle = Crouching Light Punch | | subtitle = Crouching Light Punch | ||
| image = | | image = CVS2 O.Iori 2LP.png | ||
| caption = | | caption = | ||
| linkname = 2LP | | linkname = 2LP | ||
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| input = 2MP / cr.MP | | input = 2MP / cr.MP | ||
| subtitle = Crouching Medium Punch | | subtitle = Crouching Medium Punch | ||
| image = | | image = CVS2 O.Iori 2MP.png | ||
| caption = | | caption = | ||
| linkname = 2MP | | linkname = 2MP | ||
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| input = 2HP / cr.HP | | input = 2HP / cr.HP | ||
| subtitle = Crouching Heavy Punch | | subtitle = Crouching Heavy Punch | ||
| image = | | image = CVS2 O.Iori 2HP.png | ||
| caption = | | caption = | ||
| linkname = 2HP | | linkname = 2HP | ||
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| input = 2LK / cr.LK | | input = 2LK / cr.LK | ||
| subtitle = Crouching Light Kick | | subtitle = Crouching Light Kick | ||
| image = | | image = CVS2 O.Iori 2LK.png | ||
| caption = | | caption = | ||
| linkname = 2LK | | linkname = 2LK | ||
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| input = 2MK / cr.MK | | input = 2MK / cr.MK | ||
| subtitle = Crouching Medium Kick | | subtitle = Crouching Medium Kick | ||
| image = | | image = CVS2 O.Iori 2MK.png | ||
| caption = | | caption = | ||
| linkname = 2MK | | linkname = 2MK | ||
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| input = 2HK / cr.HK | | input = 2HK / cr.HK | ||
| subtitle = Crouching Heavy Kick | | subtitle = Crouching Heavy Kick | ||
| image = | | image = CVS2 O.Iori 2HK.png | ||
| caption = | | caption = | ||
| linkname = 2HK | | linkname = 2HK | ||
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| input = j.LP | | input = j.LP | ||
| subtitle = Jumping Light Punch | | subtitle = Jumping Light Punch | ||
| image = | | image = CVS2 O.Iori jLP.png | ||
| caption = | | caption = | ||
| linkname = j.LP | | linkname = j.LP | ||
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| input = j.MP | | input = j.MP | ||
| subtitle = Jumping Medium Punch | | subtitle = Jumping Medium Punch | ||
| image = | | image = CVS2 O.Iori jMP.png | ||
| caption = | | caption = | ||
| linkname = j.MP | | linkname = j.MP | ||
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| input = j.HP | | input = j.HP | ||
| subtitle = Jumping Heavy Punch | | subtitle = Jumping Heavy Punch | ||
| image = | | image = CVS2 O.Iori jHP.png | ||
| caption = | | caption = | ||
| linkname = j.HP | | linkname = j.HP | ||
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| input = j.LK | | input = j.LK | ||
| subtitle = Jumping Light Kick | | subtitle = Jumping Light Kick | ||
| image = | | image = CVS2 O.Iori jLK.png | ||
| caption = | | caption = | ||
| linkname = j.LK | | linkname = j.LK | ||
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| input = j.MK | | input = j.MK | ||
| subtitle = Jumping Medium Kick | | subtitle = Jumping Medium Kick | ||
| image = | | image = CVS2 O.Iori jMK.png | ||
| caption = | | caption = | ||
| linkname = j.MK | | linkname = j.MK | ||
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| input = j.HK | | input = j.HK | ||
| subtitle = Jumping Heavy Kick | | subtitle = Jumping Heavy Kick | ||
| image = | | image = CVS2 O.Iori jHK.png | ||
| caption = | | caption = | ||
| linkname = j.HK | | linkname = j.HK | ||
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| input = 6MP | | input = 6MP | ||
| subtitle = | | subtitle = | ||
| image = | | image = CVS2 O.Iori 6MP.png | ||
| caption = | | caption = | ||
| linkname = X | | linkname = X | ||
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| input = 6MK | | input = 6MK | ||
| subtitle = | | subtitle = | ||
| image = | | image = CVS2 O.Iori 6MK.png | ||
| caption = | | caption = | ||
| linkname = X | | linkname = X | ||
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| input = j.4LK | | input = j.4LK | ||
| subtitle = | | subtitle = | ||
| image = | | image = CVS2 O.Iori j4LK.png | ||
| caption = | | caption = | ||
| linkname = X | | linkname = X | ||
Line 798: | Line 808: | ||
| input = Near Opponent, 4/6HP | | input = Near Opponent, 4/6HP | ||
| subtitle = Punch Throw | | subtitle = Punch Throw | ||
| image = | | image = CVS2 O.Iori throw.png | ||
| caption = | | caption = | ||
| linkname = Punch Throw Name | | linkname = Punch Throw Name | ||
Line 826: | Line 836: | ||
| input = Near Opponent, 4/6HK | | input = Near Opponent, 4/6HK | ||
| subtitle = Kick Throw | | subtitle = Kick Throw | ||
| image = | | image = CVS2 O.Iori throw.png | ||
| caption = | | caption = | ||
| linkname = Kick Throw Name | | linkname = Kick Throw Name | ||
Line 855: | Line 865: | ||
| input = 236P | | input = 236P | ||
| subtitle = | | subtitle = | ||
| image = | | image = CVS2 O.Iori 236P.png | ||
| caption = | | caption = | ||
| linkname = | | linkname = | ||
Line 917: | Line 927: | ||
| input = 623P | | input = 623P | ||
| subtitle = | | subtitle = | ||
| image = | | image = CVS2 O.Iori 623P.png | ||
| caption = | | caption = | ||
| linkname = | | linkname = | ||
Line 979: | Line 989: | ||
| input = 214P | | input = 214P | ||
| subtitle = | | subtitle = | ||
| image = | | image = CVS2 O.Iori 214P.png | ||
| caption = | | caption = First | ||
| image2 = CVS2 O.Iori 214P 2.png | |||
| caption2 = Second | |||
| image3 = CVS2 O.Iori 214P 3.png | |||
| caption3 = Third | |||
| linkname = | | linkname = | ||
| data = | | data = | ||
Line 1,032: | Line 1,046: | ||
| advBlock = | | advBlock = | ||
| invul = | | invul = | ||
| description = | | description = His main combo tool, allows for huge damage in the corner. The second hit allows for juggles midscreen to lvl 2 Maiden Masher or in the corner it allows for anything, since second rekka put opponent into a free juggle state. This is key to huge stun damage and stun combos on 60 stun characters if you land a jump in. | ||
}} | }} | ||
}} | }} | ||
Line 1,041: | Line 1,055: | ||
| input = 63214K | | input = 63214K | ||
| subtitle = | | subtitle = | ||
| image = | | image = CVS2 O.Iori 63214K.png | ||
| caption = | | caption = Startup | ||
| image2 = CVS2 O.Iori 63214K 2.png | |||
| caption2 = Hit | |||
| linkname = | | linkname = | ||
| data = | | data = | ||
Line 1,105: | Line 1,121: | ||
| input = 23623P | | input = 23623P | ||
| subtitle = | | subtitle = | ||
| image = | | image = CVS2 O.Iori 23623P.png | ||
| caption = | | caption = | ||
| linkname = | | linkname = | ||
Line 1,158: | Line 1,174: | ||
| advBlock = | | advBlock = | ||
| invul = | | invul = | ||
| description = | | description = Your typical upper cut super with similar uses as Ken, Akuma, Yurim etc. The difference is this super is key to huge stun in the corner for C-groove during free juggle states to combo into rekka, into more juggles. This will cause huge stun or cause the character to be stunned if hit prior to his level 2 combos. In other grooves, the level 1 is useful after 2nd rekka for damage and hard knockdown. Maiden Masher is better for level 3 usage. | ||
}} | }} | ||
}} | }} | ||
Line 1,167: | Line 1,183: | ||
| input = 2363214P | | input = 2363214P | ||
| subtitle = | | subtitle = | ||
| image = | | image = CVS2 O.Iori 2363214P.png | ||
| caption = | | caption = | ||
| linkname = | | linkname = | ||
Line 1,223: | Line 1,239: | ||
}} | }} | ||
}} | }} | ||
== Combos == | |||
* Corner | |||
- j.hk, s.fp xx hp rekka, hp rekka 2nd hit, c.fp (juggle) xx Lvl 2 uppercut super, HP rekka (whiff), hp rekka follow up (hits), HP DP (stuns 60 stun characters) | |||
- S.fp xx hp rekka, rekka, 2nd hit, hp dp | |||
* Midscreen | |||
S.fp xx hp rekka, hp rekka 2nd hit, Lvl 3 Maiden Masher (juggle) | |||
== Colors == | == Colors == |
Latest revision as of 23:24, 4 May 2025
Introduction
Orochi Iori has a raw, animal-like mentality, only able to speak a few words. He has a single-minded obsession with killing Kyo while in this state, to the point that he keeps screaming his name when he is not even present, but nonetheless he will attack anyone in his path. Due to his Yagami heritage, Iori can control fire. He can create purple fire from thin air, create fire balls, deliver punches of fire, create pillars of fire and put his own body on fire. His purple fire also has the sacred ability to put enemies in a stasis-like state. However, as a rule with all fire-based characters, Iori cannot control other fires that he didn't create, and is not immune to other types of fire. Orochi Iori's style is exactly the same as normal Iori's, but his strength and agility have been remarkably enhanced due to the Orochi power within him reaching peak levels. He is now twice as fast and twice as strong as he was before, but to offset this he takes twice as much damage as well when playable (this drawback does not exist when he is fought as a CPU-controlled character) as a more traditional glass-cannon-type of fighting game character.
In some games, Iori in this state might have moves only exclusive to him, such as the Ura 108 Shiki: Ya Sakazuki (Reverse Method 108: Eight Wine Cups), a move available at times to normal Iori or the more unique Ura 100 Shiki: Oni Honoo (Reverse Method 100: Ogre Blaze) in Capcom vs. SNK and Capcom vs. SNK 2; even in some cases, he might also have the San Shingi no Ni (Three Divine Arts No. Two), only named as "????", which is a nod to him in his berserk form holding Orochi himself by the neck at the end of KOF '97, as well as the fact that the action was surprising at the time.
Specific to CvS2, O.Iori has an incredibly fast jump and walk speed, making even Nakoruru and Vega seem slow. His damage is enhanced by new combo routes from Rekka, which allows put enemies into a free juggle state on the second hit, bringing bigger damage in certain situations. His jump let him punish fireballs more consistently, while his walk speed lets him quickly move in and out of opponent attack range. He loses the command grab, but gains a new super that has great stun potential in C-groove.
O.Iori is banned in competitive play, due to being a console only character. He will be allowed in ranked play on the new Capcom Fighting Collection 2, as that version will be Capcom Vs SNK 2: EO for ranked mode. All boss characters will be allowed, but RC is removed. This means that while O.Iori is strong, he loses his best poke in RC Rekka.
Normal Moves
Far Normals
5LP
5MP
5HP
5LK
5MK
5HK
Close Standing Normals
clLP
clMP
clHP
clLK
clMK
clHK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Command Normals
Ge Shiki: Yumebiki
Ge Shiki: Gofu-in 'Shinigami'
Ge Shiki: Yuriori
Target Combo
Throws
Punch Throw
Kick Throw
Special Moves
108 Shiki: Yamibarai
100 Shiki: Oniyaki
127 Shiki: Aoibana
212 Shiki: Kototsuki In
Super Moves
Ura 100 Shiki: Onihomura
Kin 1211 Shiki: Yaotome
Combos
- Corner
- j.hk, s.fp xx hp rekka, hp rekka 2nd hit, c.fp (juggle) xx Lvl 2 uppercut super, HP rekka (whiff), hp rekka follow up (hits), HP DP (stuns 60 stun characters)
- S.fp xx hp rekka, rekka, 2nd hit, hp dp
- Midscreen
S.fp xx hp rekka, hp rekka 2nd hit, Lvl 3 Maiden Masher (juggle)