(→Command Moves: Made Iori's Command Moves section.) |
(→Special Moves: Made Iori's Special Moves section.) |
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==Special Moves== | ==Special Moves== | ||
'''''108 Shiki: Yamibarai''''' | '''''108 Shiki: Yamibarai''''' | ||
* QCF+P - | * QCF+P - 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. | ||
'''''100 Shiki: Oniyaki''''' | '''''100 Shiki: Oniyaki''''' | ||
* DP+P - | * DP+P - This DP-like move has many uses! It can be used as an anti-air(Better with the LP version), or on combos, because it can be MAX canceled(Use the HP version for that, it does 3 hits too). | ||
'''''311 Shiki: Tsumagushi''''' | '''''311 Shiki: Tsumagushi''''' | ||
* DP+K - | * DP+K - 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 MAXIMUM Mode). | ||
'''''127 Shiki: Aoi Hana''''' | '''''127 Shiki: Aoi Hana''''' | ||
* QCB+P(3x) - | * QCB+P(3x) - 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. 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 MAXIMUM Mode involving this hit). The 2nd hit will send your opponent in the air(That means, you can juggle after in MAXIMUM Mode). The 3rd hit will act as an overhead on each version, but is very unsafe no block(No MAXIMUM Mode combos with it). Combo the LP version from the Light Attacks(The most used, Light Attack Chains rule), and the HP version from the Heavy Attacks(Most damaging, better for punish situations). Any hit can be MAX canceled too, leading for nice combos. | ||
'''''212 Shiki: Kototsuki In''''' | '''''212 Shiki: Kototsuki In''''' | ||
* HCB+K - | * HCB+K - 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. | ||
'''''Kuzukaze''''' | '''''Kuzukaze''''' | ||
* HCB, f+P (While near from your opponent) - | * HCB, f+P (While near from your opponent) - 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 most easy 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== | ||
'''''Kin 1211 Shiki: Yaotome''''' | '''''Kin 1211 Shiki: Yaotome''''' |
Revision as of 12:22, 3 August 2016
Introduction
This is Iori Yagami(You already know that), one of the most popular characters in the KoF series(You know that too). I know that he is overused on Fightcade, along with Kim(I was a player in there, but I stopped. Now I'm playing Vampire Savior). Here, he is like that one in the KoF 2002, and that's why you won't have many problems with his combos. Oh, you prefer his Orochi form, but want to learn this one first, to get used to it? All right, that's fine. Now for his pros and cons.
Good Things:
- Easy to master(If you learned how to use him in the KoF series, that's a good step);
- Has decent walking speed and damage;
- Has an excellent anti-air move(You'll be familiar with it if you used him before);
- Has a great sweep(With nice reach and damage);
- Can punish projectiles;
- Has an effective Command grab to follow-up with almost any combo(His Orochi form has infinites with it, and I think this one can do some too);
- He still has his Command move for crossup combos;
- Has nice MAXIMUM Mode combos;
- Remember that Super with the followup? That followup costs no meter here(On KoF 2002, Iori needs to have one more level if he needs to use the followup).
Bad Things:
- Needs a lot of stocks and too depedent of MAXIMUM Mode for his main gameplan;
- Lost his HSDM from his KoF 2002 version(It was unblockable);
- His Exceed is just a counter move(That means, the reach of the move is the character itself);
- He is unsafe on almost everything he tries to do;
- His overhead is slow(Pretty usual, but it still is a bad thing);
- Most of his moves from his SvC version are a little slower than his KoF 2002 version.
Moves List
Normal Moves
s.LP - (Far) Good as a poke, and only that, because it can't be normal canceled. I think it can chain into itself on certain characters. (Close) Just a Light Attack chain starter, but not the best one. Can chain into itself and other Light Attacks. Can be normal canceled too.
s.LK - (Far) Use it as a poke. It has better reach than the Far move above too. Cannot be normal canceled. (Close) 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.
s.HP - (Far) Just a fast scratch, cannot be normal canceled. (Close) Important move for his combos, but use it if you need damage.
s.HK - (Far) 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. (Close) Not that useful as a normal. Can't be normal canceled, but can catch your opponent if he jumps.
j.LP - Iori's jumping normals have the same Neutral and Diagonal jump animation. It's just a punch. Can be better used as an air-to-air, it stays for a decent time.
j.LK - Another air-to-air, but this one has better reach, and angle. This move won't stay for a good time.
j.HP - A good jump-in attack for combos. It's probably the best one here. Use this if you need a little more damage.
j.HK - Another jump-in for combos, but can be used as an air-to-air too. It can whiff if you haven't timed well.
cr.LP - A simple punch that is useful for his Light Attack chains. Can chain into itself, and the other Light Attacks.
cr.LK - Another Light Attack chain starter. It hits low, can chain into all of the other Light Attacks, but can't be normal canceled, sadly.
cr.HP - Anti-air, and attack for combos. The timing to combo it after a jumping attack is a little different, so just use it if you need to punish(For a move to use after a jumping attack, just use the cl.HP or a Light Attack chain).
cr.HK - Just a sweep with nice reach and damage that can't be normal canceled. Hits low too, although it can't look like. Iori will move a little forward during the move.
Command Moves
Geshiki: Yumebiki
- f+LP - A scratch with the same animation as his f.HP. Can't be normal canceled, but it's very useful on MAXIMUM Mode combos.
- Follow-Up:
- The name is unknown, but if you know it, add it here
- LP - 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.
- The name is unknown, but if you know it, add it here
- Follow-Up:
Geshiki: Goufu In "Shinigame"
- f+B - 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 MAXIMUM Mode combos beginning with it).
Geshiki: Yuri Ori
- b+LK(In the air only) - 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.
Special Moves
108 Shiki: Yamibarai
- QCF+P - 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.
100 Shiki: Oniyaki
- DP+P - This DP-like move has many uses! It can be used as an anti-air(Better with the LP version), or on combos, because it can be MAX canceled(Use the HP version for that, it does 3 hits too).
311 Shiki: Tsumagushi
- DP+K - 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 MAXIMUM Mode).
127 Shiki: Aoi Hana
- QCB+P(3x) - 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. 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 MAXIMUM Mode involving this hit). The 2nd hit will send your opponent in the air(That means, you can juggle after in MAXIMUM Mode). The 3rd hit will act as an overhead on each version, but is very unsafe no block(No MAXIMUM Mode combos with it). Combo the LP version from the Light Attacks(The most used, Light Attack Chains rule), and the HP version from the Heavy Attacks(Most damaging, better for punish situations). Any hit can be MAX canceled too, leading for nice combos.
212 Shiki: Kototsuki In
- HCB+K - 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.
Kuzukaze
- HCB, f+P (While near from your opponent) - 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 most easy 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
Kin 1211 Shiki: Yaotome
- QCF, HCB+P -
- Follow-Up:
- Ura 306 Shiki: Saika
- QCF(4x)+PP -
- Ura 306 Shiki: Saika
- Follow-Up:
Ura 311 Shiki: Saku Tsumagushi
- QCF(2x)+K -
Exceed
Chi no Bousou
- HCB(2x)+PP -
The Basics
Gameplan
Some Combos
1.-[Jumping Attack],cl.HP, SPECIAL/qcf,hcb+P
Use hcb+K or qcb+p x3
2.-[Jumping Attack],crLK,cr.LP, SPECIAL/qcf,hcb+P
3.-hcb,f+P,cl.C
4.-Cross up jump b+LK,cl.LK,f+LP~LP,qcf,hcb+P