Callie Rose (talk | contribs) No edit summary |
Callie Rose (talk | contribs) No edit summary |
||
Line 1: | Line 1: | ||
{{TOClimit|3}} | {{TOClimit|3}} | ||
== Introduction == | |||
{{CvS2 Character Subnav|char=Iori|short=Iori}} | {{CvS2 Character Subnav|char=Iori|short=Iori}} | ||
<div> | <div> | ||
{| class="wikitable" style="float:right; margin-left: 10px;" | {| class="wikitable" style="float:right; margin-left: 10px;" | ||
|- | |- | ||
Line 45: | Line 45: | ||
Video game journalists have praised Iori Yagami as one of the most powerful characters in the series. Reviewers have also cited Iori as one of the best characters from the games, labeling him as a veteran character and praising his appearance as one of SNK's best creations. "Miss X", Iori's crossdressing form from SNK Gals' Fighters and the additional female one of SNK Heroines: Tag Team Frenzy, also received attention for its humor. A series of collectible items based on Iori's likeness, including key chains and figurines, have been manufactured. | Video game journalists have praised Iori Yagami as one of the most powerful characters in the series. Reviewers have also cited Iori as one of the best characters from the games, labeling him as a veteran character and praising his appearance as one of SNK's best creations. "Miss X", Iori's crossdressing form from SNK Gals' Fighters and the additional female one of SNK Heroines: Tag Team Frenzy, also received attention for its humor. A series of collectible items based on Iori's likeness, including key chains and figurines, have been manufactured. | ||
== Gameplay == | == Gameplay == | ||
Line 98: | Line 97: | ||
== Normal Moves == | == Normal Moves == | ||
=== Far Standing Normals === | === Far Standing Normals === | ||
<span class="invisible-header">5LP</span> | === <span class="invisible-header">5LP</span> === | ||
{{MoveData | {{MoveData | ||
| name = Stand Jab | | name = Stand Jab | ||
| input = 5LP | | input = 5LP / Far LP | ||
| subtitle = | | subtitle = Far Light Punch | ||
| image = CVS2_Iori_5lp.png | | image = CVS2_Iori_5lp.png | ||
| caption = | | caption = | ||
| linkname = | | linkname = 5LP | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = Far {{Icon-Capcom|LP}} | ||
| subtitle = | |||
| damage = 300 | | damage = 300 | ||
| stun = 4 | | stun = 4 | ||
| cancel = RF/SP/SU | | cancel = RF/SP/SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = Mid | ||
| startup = 2 | | startup = 2 | ||
| active = 4 | | active = 4 | ||
Line 121: | Line 120: | ||
| advHit = +5 | | advHit = +5 | ||
| advBlock = +5 | | advBlock = +5 | ||
| invul = | | invul = None | ||
| description = | | description = | ||
While sharing almost the exact same traits as the close jab, the standing jab doesn't have that many tactical uses; You're too far away to tick into throws, and Iori's walking speed is too slow for repeated walk up jabs to set up anything threatening. If you're at this range hit low strong instead. | |||
}} | }} | ||
}} | }} | ||
<span class="invisible-header">5MP</span> | === <span class="invisible-header">5MP</span> === | ||
{{MoveData | {{MoveData | ||
| name = Stand Strong | | name = Stand Strong | ||
| input = 5MP | | input = 5MP / Far MP | ||
| subtitle = | | subtitle = Far Medium Punch | ||
| image = CVS2_Iori_5mp.png | | image = CVS2_Iori_5mp.png | ||
| caption = | | caption = | ||
| linkname = 5MP | | linkname = 5MP | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = Far {{Icon-Capcom|MP}} | ||
| subtitle = | |||
| damage = 800 | | damage = 800 | ||
| stun = 8 | | stun = 8 | ||
| cancel = SP/SU | | cancel = SP/SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = 7 | | startup = 7 | ||
| active = 3 | | active = 3 | ||
Line 150: | Line 149: | ||
| advHit = -5 | | advHit = -5 | ||
| advBlock = -5 | | advBlock = -5 | ||
| invul = | | invul = None | ||
| description = | | description = | ||
This move has the special property of being able to chain into Iori's f+strong. There's only one instance in which I use this move, and that's to combo after a connected Scum Gale. Even though it's a far reaching bufferable move, buffering into fireballs is not safe, and the move itself leaves much to be desired in terms of priority and speed. It reaches farther than the f+strong, but at that distance a fierce rekka ken will completely miss. Needless to say, a whiffed rekka ken will lead to a lot of hurt. | |||
}} | }} | ||
}} | }} | ||
<span class="invisible-header">5HP</span> | === <span class="invisible-header">5HP</span> === | ||
{{MoveData | {{MoveData | ||
| name = Stand Fierce | | name = Stand Fierce | ||
| input = 5HP | | input = 5HP / Far HP | ||
| subtitle = | | subtitle = Far Heavy Punch | ||
| image = CVS2_Iori_5hp.png | | image = CVS2_Iori_5hp.png | ||
| caption = | | caption = | ||
| image2 | | image2 = CVS2_Iori_5hp_1.png | ||
| caption2 = | | caption2 = | ||
| linkname = 5HP | | linkname = 5HP | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = Far {{Icon-Capcom|HP}} | ||
| subtitle = | |||
| damage = 1300/1400 | | damage = 1300/1400 | ||
| stun = 13/14 | | stun = 13/14 | ||
| cancel = SP/SU (1st part only) | | cancel = SP/SU (1st part only) | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = 7 | | startup = 7 | ||
| active = 5 | | active = 5 | ||
Line 189: | Line 188: | ||
}} | }} | ||
<span class="invisible-header">5LK</span> | === <span class="invisible-header">5LK</span> === | ||
{{MoveData | {{MoveData | ||
| name = Stand Short | | name = Stand Short | ||
| input = 5LK | | input = 5LK / Far LK | ||
| subtitle = | | subtitle = Far Light Kick | ||
| image = CVS2_Iori_5lk.png | | image = CVS2_Iori_5lk.png | ||
| caption = | | caption = | ||
| linkname = 5LK | | linkname = 5LK | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = Far {{Icon-Capcom|LK}} | ||
| subtitle = | |||
| damage = 500 | | damage = 500 | ||
| stun = 5 | | stun = 5 | ||
| cancel = SU | | cancel = SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = Mid | ||
| startup = 6 | | startup = 6 | ||
| active = 6 | | active = 6 | ||
Line 212: | Line 211: | ||
| advHit = +3 | | advHit = +3 | ||
| advBlock = +3 | | advBlock = +3 | ||
| invul = | | invul = None | ||
| description = | | description = | ||
AKA "kickin 'em to da curb". Other than randomly whiffing it every now and then as a fake fireball, the only use for this move I have is for combos. See combo section. | |||
}} | }} | ||
}} | }} | ||
<span class="invisible-header">5MK</span> | === <span class="invisible-header">5MK</span> === | ||
{{MoveData | {{MoveData | ||
| name = Stand Forward | | name = Stand Forward | ||
| input = 5MK | | input = 5MK / Far MK | ||
| subtitle = | | subtitle = Far Medium Kick | ||
| image = CVS2_Iori_5mk.png | | image = CVS2_Iori_5mk.png | ||
| caption = | | caption = | ||
| linkname = 5MK | | linkname = 5MK | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = Far {{Icon-Capcom|MK}} | ||
| subtitle = | |||
| damage = 1000 | | damage = 1000 | ||
| stun = 10 | | stun = 10 | ||
| cancel = SU | | cancel = SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = Mid | ||
| startup = 6 | | startup = 6 | ||
| active = 3 | | active = 3 | ||
Line 243: | Line 242: | ||
| invul = | | invul = | ||
| description = | | description = | ||
I probably don't use this move as much as I should. It's quick, has surprising range, and even more surprising priority. I'd use it against characters that can crouch the standing roundhouse if you can get into the range to use it. | |||
6/13/03 - Some Japanese players like to punish whiffs with s.forward into super, but I find that whenever I bait a whiff I'm too far away to hit with a s.forward. I just do a low/standing roundhouse instead. I also noticed that Japanese players have set-ups for COUNTER HIT s.forward and buffer the super on reaction, but to me that's in-humanly difficult (the window to buffer is 3 frames long, 1/20th of a second). That super isn't one that you want to have blocked. }} | 6/13/03 - Some Japanese players like to punish whiffs with s.forward into super, but I find that whenever I bait a whiff I'm too far away to hit with a s.forward. I just do a low/standing roundhouse instead. I also noticed that Japanese players have set-ups for COUNTER HIT s.forward and buffer the super on reaction, but to me that's in-humanly difficult (the window to buffer is 3 frames long, 1/20th of a second). That super isn't one that you want to have blocked. | ||
}} | |||
}} | }} | ||
<span class="invisible-header">5HK</span> | === <span class="invisible-header">5HK</span> === | ||
{{MoveData | {{MoveData | ||
| name = Stand Roundhouse | | name = Stand Roundhouse | ||
| input = 5HK | | input = 5HK / Far HK | ||
| subtitle = | | subtitle = Far Heavy Kick | ||
| image = CVS2_Iori_5hk_1.png | | image = CVS2_Iori_5hk_1.png | ||
| caption = | | caption = | ||
| image2 = CVS2_Iori_5hk_2.png | | image2 = CVS2_Iori_5hk_2.png | ||
| caption2 = | | caption2 = | ||
| linkname = 5HK | | linkname = 5HK | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = Far {{Icon-Capcom|HK}} | ||
| subtitle = | |||
| damage = 1300 | | damage = 1300 | ||
| stun = 13 | | stun = 13 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = Mid | ||
| parry = | | parry = Mid | ||
| startup = 9 | | startup = 9 | ||
| active = 7 | | active = 7 | ||
Line 276: | Line 276: | ||
| invul = | | invul = | ||
| description = | | description = | ||
Iori's best poke by far, despite having the distinction of being one of Iori's two crouchable moves. Any character bigger than a shoto is fair game, however. You can use it fairly liberally against the characters that cannot crouch it to slowly drain their guard meter and entice them into making a mistake that will get you the all-important knockdown Iori needs to get in. Be aware, though, that the move is not safe against a fast roll and that Sagat can punish you hard with a standing fierce into super if you whiff it. | |||
Crouchable by half the cast (every female character, Ryo, shotos, Rolento, Haohmaru, Vega, Yun, Kim, Rock, Iori) | |||
Treat this move like a budget Sakura or Yamazaki stand RH (yama speed/damage, but -2 instead of +2 on block) | |||
}} | }} | ||
}} | }} | ||
=== Close Standing Normals === | === Close Standing Normals === | ||
=== <span class="invisible-header">cl5LP</span> === | |||
{{MoveData | {{MoveData | ||
| name = Close Stand Jab | | name = Close Stand Jab | ||
| input = cl5LP | | input = cl.LP / cl5LP | ||
| subtitle = Close | | subtitle = Close Light Punch | ||
| image = CVS2_Iori_CL_5lp.png | | image = CVS2_Iori_CL_5lp.png | ||
| caption = | | caption = | ||
| linkname = cl5LP | | linkname = cl5LP | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = Close {{Icon-Capcom|LP}} | ||
| subtitle = | |||
| damage = 400 | | damage = 400 | ||
| stun = 4 | | stun = 4 | ||
| cancel = RF | | cancel = RF/SP/SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = Mid | ||
| startup = 2 | | startup = 2 | ||
| active = 4 | | active = 4 | ||
Line 306: | Line 307: | ||
| advHit = +7 | | advHit = +7 | ||
| advBlock = +7 | | advBlock = +7 | ||
| invul = | | invul = None | ||
| description = | | description = | ||
Iori's close jab is very useful for many reasons: | Iori's close jab is very useful for many reasons: | ||
#) Comes out in 2 frames, making it Iori's fastest move. 2 frames are as fast as moves get in CvS2 with the exception of Zangief's SPD, which is the only 1 frame move in the game. So what does this mean? Whenever you're in a situation where you have to mash a move, such as trying to avoid a throw, this is the move to mash. | #) Comes out in 2 frames, making it Iori's fastest move. 2 frames are as fast as moves get in CvS2 with the exception of Zangief's SPD, which is the only 1 frame move in the game. So what does this mean? Whenever you're in a situation where you have to mash a move, such as trying to avoid a throw, this is the move to mash. | ||
#) +7 advantage, also the most out of any of Iori's moves. 7 frames is a fairly huge advantage as far as CvS2 goes, meaning most links afterwards are brain-dead easy if the jab hits, and if blocked you have ample time to set up stuff safely like walk up to your opponent again and get another close jab. A perfectly timed close jab tick into Scum Gale (8 frames) is very difficult to reverse by jabs or throws. All tick throws can be escaped by jumps, however. | #) +7 advantage, also the most out of any of Iori's moves. 7 frames is a fairly huge advantage as far as CvS2 goes, meaning most links afterwards are brain-dead easy if the jab hits, and if blocked you have ample time to set up stuff safely like walk up to your opponent again and get another close jab. A perfectly timed close jab tick into Scum Gale (8 frames) is very difficult to reverse by jabs or throws. All tick throws can be escaped by jumps, however. | ||
#) At 400 damage, it's the most damaging out of all of Iori's weak attacks that can be chained together. | #) At 400 damage, it's the most damaging out of all of Iori's weak attacks that can be chained together. | ||
}} | }} | ||
}} | }} | ||
=== <span class="invisible-header">cl5MP</span> === | |||
{{MoveData | {{MoveData | ||
| name = Close Stand Strong | | name = Close Stand Strong | ||
| input = cl5MP | | input = cl.MP / cl5MP | ||
| subtitle = Close | | subtitle = Close Medium Punch | ||
| image = CVS2_Iori_CL_5mp.png | | image = CVS2_Iori_CL_5mp.png | ||
| caption = | | caption = | ||
| linkname = cl5MP | | linkname = cl5MP | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = Close {{Icon-Capcom|MP}} | ||
| subtitle = | |||
| damage = | | damage = 800 | ||
| stun = | | stun = 8 | ||
| cancel = | | cancel = SP/SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = | | startup = 7 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 25 | ||
| total = | | total = 35 | ||
| advHit = | | advHit = -5 | ||
| advBlock = | | advBlock = -5 | ||
| invul = | | invul = None | ||
| description = | | description = | ||
Identical to 5MP. Can be a useful punish normal when used this close, but you would rather use cl.HP. | |||
}} | }} | ||
}} | }} | ||
=== <span class="invisible-header">cl5HP</span> === | |||
{{MoveData | {{MoveData | ||
| name = Close Stand Fierce | | name = Close Stand Fierce | ||
| input = cl5HP | | input = cl.HP / cl5HP | ||
| subtitle = Close | | subtitle = Close Heavy Punch | ||
| image = CVS2_Iori_CL_5hp_1.png | | image = CVS2_Iori_CL_5hp_1.png | ||
| caption = | | caption = | ||
| image2 | | image2 = CVS2_Iori_CL_5hp_2.png | ||
| caption2 = | | caption2 = | ||
| linkname = cl5HP | | linkname = cl5HP | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = Close {{Icon-Capcom|HP}} | ||
| subtitle = | |||
| damage = 1200, 1100 | | damage = 1200, 1100 | ||
| stun = 12, 11 | | stun = 12, 11 | ||
| cancel = SP/SU | | cancel = SP/SU* | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = 3 | | startup = 3 | ||
| active = 6 | | active = 6 | ||
Line 372: | Line 370: | ||
| advHit = 0 | | advHit = 0 | ||
| advBlock = 0 | | advBlock = 0 | ||
| invul = | | invul = None | ||
| description = | | description = | ||
For the commas above, the reading on the left refers to the first portion of the fierce, where Iori's fist is around his waist level. The second reading refers to when Iori's fist is over his head. | |||
Outside of combos, the main use for this move is for anti-cross ups. Close roundhouse is your main anti-cross up, but you'll want to use close fierce against characters with bigger jumps like Blanka. | Outside of combos, the main use for this move is for anti-cross ups. Close roundhouse is your main anti-cross up, but you'll want to use close fierce against characters with bigger jumps like Blanka. | ||
Line 380: | Line 378: | ||
}} | }} | ||
=== <span class="invisible-header">cl5LK</span> === | |||
{{MoveData | {{MoveData | ||
| name = Close Stand Short | | name = Close Stand Short | ||
| input = cl5LK | | input = cl.LK / cl5LK | ||
| subtitle = Close | | subtitle = Close Light Kick | ||
| image = CVS2_Iori_CL_5lk.png | | image = CVS2_Iori_CL_5lk.png | ||
| caption = | | caption = | ||
| linkname = cl5LK | | linkname = cl5LK | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = Close {{Icon-Capcom|LK}} | ||
| subtitle = | |||
| damage = | | damage = 500 | ||
| stun = | | stun = 5 | ||
| cancel = | | cancel = SP/SU | ||
| guard = | | guard = Low | ||
| parry = | | parry = Low | ||
| startup = | | startup = 3 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 10 | ||
| total = | | total = 17 | ||
| advHit = | | advHit = +3 | ||
| advBlock = | | advBlock = +3 | ||
| invul = | | invul = None | ||
| description = | | description = | ||
Iori sticks out his leg at the opponents feet. Standing low, making it useful for mixups, and Iori's highest damage light, though it pays for these strengths by not being mashable. | |||
}} | }} | ||
}} | }} | ||
=== <span class="invisible-header">cl5MK</span> === | |||
{{MoveData | {{MoveData | ||
| name = Close Stand Forward | | name = Close Stand Forward | ||
| input = cl5MK | | input = cl.MK / cl5MK | ||
| subtitle = Close | | subtitle = Close Medium Kick | ||
| image = CVS2_Iori_CL_5mk.png | | image = CVS2_Iori_CL_5mk.png | ||
| caption = | | caption = | ||
| linkname = cl5MK | | linkname = cl5MK | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = Close {{Icon-Capcom|MK}} | ||
| subtitle = | |||
| damage = | | damage = 1000 | ||
| stun = | | stun = 10 | ||
| cancel = | | cancel = SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = | | startup = 6 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 26 | ||
| total = | | total = 35 | ||
| advHit = | | advHit = -6 | ||
| advBlock = | | advBlock = -6 | ||
| invul = | | invul = None | ||
| description = | | description = | ||
Identical to 5MK. | |||
}} | |||
}} | }} | ||
=== <span class="invisible-header">cl5HK</span> === | |||
{{MoveData | {{MoveData | ||
| name = Close Stand Roundhouse | | name = Close Stand Roundhouse | ||
| input = cl5HK | | input = cl.HK / cl5HK | ||
| subtitle = Close | | subtitle = Close Heavy Kick | ||
| image = CVS2_Iori_CL_5hk.png | | image = CVS2_Iori_CL_5hk.png | ||
| caption = | | caption = | ||
| linkname = cl5HK | | linkname = cl5HK | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = Close {{Icon-Capcom|HK}} | ||
| subtitle = | |||
| damage = 1400 | | damage = 1400 | ||
| stun = 14 | | stun = 14 | ||
| cancel = SU | | cancel = SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = 6 | | startup = 6 | ||
| active = 3 | | active = 3 | ||
Line 460: | Line 459: | ||
| advHit = 3 | | advHit = 3 | ||
| advBlock = 3 | | advBlock = 3 | ||
| invul = | | invul = None | ||
| description = | | description = | ||
Best used as an anti-cross up, only a few characters can get over this move that I can think of (Blanka and Chun Li). Also has the distinction of being Iori's most damaging move that can be buffered into a super. The link from a close jab is a one frame link though, meaning it's a little too difficult to do really consistently. How does Iori manage to kick so high with that funky little cord tying his legs together? | |||
close jab is a one frame link though, meaning it's a little too difficult to do really consistently. How does Iori manage to kick so high with that funky little cord tying his legs together? | |||
}} | }} | ||
}} | }} | ||
=== Crouching Normals === | === Crouching Normals === | ||
=== <span class="invisible-header">2LP</span> === | |||
{{MoveData | {{MoveData | ||
| name = Crouching Jab | | name = Crouching Jab | ||
| input = 2LP | | input = 2LP | ||
| subtitle = | | subtitle = Crouching Light Punch | ||
| image = CVS2_Iori_2lp.png | | image = CVS2_Iori_2lp.png | ||
| caption = | | caption = | ||
| linkname = 2LP | | linkname = 2LP | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|d}}+{{Icon-Capcom|LP}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 300 | ||
| stun = | | stun = 3 | ||
| cancel = | | cancel = RF/SP/SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = Mid | ||
| startup = | | startup = 3 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 8 | ||
| total = | | total = 15 | ||
| advHit = | | advHit = +3 | ||
| advBlock = | | advBlock = +3 | ||
| invul = | | invul = None | ||
| description = | | description = | ||
Decent 2LP, but it is entirely outshined by Iori's cracked cl.LP and 2MP. Since he has those two moves, you'll only really use this when mashing on defense if you don't want to stop blocking low. | |||
}} | }} | ||
}} | }} | ||
=== <span class="invisible-header">2MP</span> === | |||
{{MoveData | {{MoveData | ||
| name = Crouching Strong | | name = Crouching Strong | ||
| input = 2MP | | input = 2MP | ||
| subtitle = | | subtitle = Crouching Medium Punch | ||
| image = CVS2_Iori_2mp.png | | image = CVS2_Iori_2mp.png | ||
| caption = | | caption = | ||
| linkname = 2MP | | linkname = 2MP | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|d}}+{{Icon-Capcom|MP}} | ||
| subtitle = | | subtitle = | ||
| damage = 900 | | damage = 900 | ||
| stun = 9 | | stun = 9 | ||
| cancel = SP | | cancel = SP/SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = Mid | ||
| startup = 4 | | startup = 4 | ||
| active = 6 | | active = 6 | ||
Line 521: | Line 518: | ||
| advHit = 5 | | advHit = 5 | ||
| advBlock = 5 | | advBlock = 5 | ||
| invul = | | invul = None | ||
| description = | | description = | ||
A great move to throw out every now and then or to build meter, as it has high priority and recovers fast enough to be nearly impossible to punish on reaction. As the frame data shows, this move links into itself. Although it's a one frame link, 2 low strongs into fierce rekka kens does a whopping 4000 damage without a power up. That's clearly enough damage to be an incentive to go for the combo when the opportunity arises... particularly situations where you can throw out the low strong meaty, therefore making the link much easier in the process. Also, the +5 frame advantage basically insures the next move you throw out will not get beaten by your opponent and will actually produce a lot of counter hits. This makes guard crush strings like low strong, low strong, standing roundhouse possible. | |||
The basic rule of thumb is if you're close but not within point blank range, hit low strong. It will beat most anything, and if blocked you can immediately do a standing roundhouse after for a nice big chunk of guard bar. | The basic rule of thumb is if you're close but not within point blank range, hit low strong. It will beat most anything, and if blocked you can immediately do a standing roundhouse after for a nice big chunk of guard bar. | ||
Line 536: | Line 533: | ||
}} | }} | ||
=== <span class="invisible-header">2HP</span> === | |||
{{MoveData | {{MoveData | ||
| name = Crouching Fierce | | name = Crouching Fierce | ||
| input = 2HP | | input = 2HP | ||
| subtitle = | | subtitle = Crouching Heavy Punch | ||
| image = CVS2_Iori_2hp.png | | image = CVS2_Iori_2hp.png | ||
| caption = | | caption = | ||
| linkname = 2HP | | linkname = 2HP | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|d}}+{{Icon-Capcom|HP}} | ||
| subtitle = | | subtitle = | ||
| damage = 1100 | | damage = 1100 | ||
| stun = 11 | | stun = 11 | ||
| cancel = SP/SU | | cancel = SP/SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = Mid | ||
| startup = 4 | | startup = 4 | ||
| active = 5 | | active = 5 | ||
Line 559: | Line 556: | ||
| advHit = -1 | | advHit = -1 | ||
| advBlock = -1 | | advBlock = -1 | ||
| invul = | | invul = None | ||
| description = | | description = | ||
Iori's other crouchable move. It doesn't really matter, though, since you'll probably never use this move as anything except as an anti-air at the 45 degree angle. It works fairly well as anti-air as long as you stick it out early enough, but it does tend to trade with the really high priority jump ins. When you use it as anti air you can buffer it into a fierce fireball to make your opponent land on it, but I would recommend throwing a jab fireball instead so that you can run after it and use it as cover to attempt to get in. | Iori's other crouchable move. It doesn't really matter, though, since you'll probably never use this move as anything except as an anti-air at the 45 degree angle. It works fairly well as anti-air as long as you stick it out early enough, but it does tend to trade with the really high priority jump ins. When you use it as anti air you can buffer it into a fierce fireball to make your opponent land on it, but I would recommend throwing a jab fireball instead so that you can run after it and use it as cover to attempt to get in. | ||
Line 567: | Line 563: | ||
}} | }} | ||
=== <span class="invisible-header">2LK</span> === | |||
{{MoveData | {{MoveData | ||
| name = Crouching Short | | name = Crouching Short | ||
| input = 2LK | | input = 2LK | ||
| subtitle = | | subtitle = Crouching Light Kick | ||
| image = CVS2_Iori_2lk.png | | image = CVS2_Iori_2lk.png | ||
| caption = | | caption = | ||
| linkname = 2LK | | linkname = 2LK | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|d}}+{{Icon-Capcom|LK}} | ||
| subtitle = | | subtitle = | ||
| damage = 200 | | damage = 200 | ||
| stun = 2 | | stun = 2 | ||
| cancel = RF/SP/SU | | cancel = RF/SP/SU | ||
| guard = | | guard = Low | ||
| parry = | | parry = Low | ||
| startup = 4 | | startup = 4 | ||
| active = 4 | | active = 4 | ||
Line 590: | Line 586: | ||
| advHit = 5 | | advHit = 5 | ||
| advBlock = 5 | | advBlock = 5 | ||
| invul = | | invul = None | ||
| description = | | description = | ||
Used mainly as your low combo starter and as a roll punisher, this move is pretty self-explanatory. Low shorts x3 into rekkas whenever the opportunity arises. The +5 frame advantage also lends this move into being another good Scum Gale tick, with the added advantage that people tend to sit and block after blocking one low short... they expect two more. The main weakness of this move is its relatively slow speed at 4 frames. When situations arise where you need a fast move, mash on standing/low jab (depending on distance) instead. | |||
}} | }} | ||
}} | }} | ||
=== <span class="invisible-header">2MK</span> === | |||
{{MoveData | {{MoveData | ||
| name = Crouching Forward | | name = Crouching Forward | ||
| input = 2MK | | input = 2MK | ||
| subtitle = | | subtitle = Crouching Medium Kick | ||
| image = CVS2_Iori_2mk.png | | image = CVS2_Iori_2mk.png | ||
| caption = | | caption = | ||
| linkname = 2MK | | linkname = 2MK | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|d}}+{{Icon-Capcom|MK}} | ||
| subtitle = | | subtitle = | ||
| damage = 800 | | damage = 800 | ||
| stun = 8 | | stun = 8 | ||
| cancel = SU | | cancel = SU | ||
| guard = | | guard = Low | ||
| parry = | | parry = Low | ||
| startup = 5 | | startup = 5 | ||
| active = 4 | | active = 4 | ||
Line 620: | Line 616: | ||
| advHit = -2 | | advHit = -2 | ||
| advBlock = -2 | | advBlock = -2 | ||
| invul = | | invul = None | ||
| description = | | description = | ||
I hardly ever use this move since low strong is just better all around. Also, the animation of this move is very misleading. Iori's entire foot doesn't have an active hitbox on it, making the move a lot shorter than it looks. Its actual range is nearly identical to Iori's low short, which is a lot better move to use in more situations. | I hardly ever use this move since low strong is just better all around. Also, the animation of this move is very misleading. Iori's entire foot doesn't have an active hitbox on it, making the move a lot shorter than it looks. Its actual range is nearly identical to Iori's low short, which is a lot better move to use in more situations. | ||
However, the move can only be canceled into supers, so if you're having a tough time landing B&B's into maiden masher due to accidental moves coming out, this could certainly help you out. You can also toss the move out and empty buffer the super behind it ala Chun in 3rd strike, but the hitbox on the move isn't THAT good. | However, the move can only be canceled into supers, so if you're having a tough time landing B&B's into maiden masher due to accidental moves coming out, this could certainly help you out. You can also toss the move out and empty buffer the super behind it ala Chun in 3rd strike, but the hitbox on the move isn't THAT good. | ||
Line 628: | Line 623: | ||
}} | }} | ||
=== <span class="invisible-header">2HK</span> === | |||
{{MoveData | {{MoveData | ||
| name = Crouching Roundhouse | | name = Crouching Roundhouse | ||
| input = 2HK | | input = 2HK | ||
| subtitle = | | subtitle = Crouching Heavy Kick | ||
| image = CVS2_Iori_2hk.png | | image = CVS2_Iori_2hk.png | ||
| caption = | | caption = | ||
| linkname = 2HK | | linkname = 2HK | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|d}}+{{Icon-Capcom|HK}} | ||
| subtitle = | | subtitle = | ||
| damage = 1300 | | damage = 1300 | ||
| stun = 13 | | stun = 13 | ||
Line 653: | Line 648: | ||
| invul = N/A | | invul = N/A | ||
| description = | | description = | ||
In my opinion, use of the low roundhouse is what makes or breaks an Iori user. | |||
The move is usually essential to get in against an opponent with good defense since you can't always rely on low jumping, rolling, or guard crushing your way in. How is the move used? Well the best application of the move would be to punish a whiffed move that you baited out. The less recommended use would be to catch somebody standing from roughly 1/3rds screen distance away. This works most often against footsie-reliant characters like Chun Li or Cammy since they're generally never crouching unless you're right next to them. | The move is usually essential to get in against an opponent with good defense since you can't always rely on low jumping, rolling, or guard crushing your way in. How is the move used? Well the best application of the move would be to punish a whiffed move that you baited out. The less recommended use would be to catch somebody standing from roughly 1/3rds screen distance away. This works most often against footsie-reliant characters like Chun Li or Cammy since they're generally never crouching unless you're right next to them. | ||
Line 668: | Line 663: | ||
=== Air Normals === | === Air Normals === | ||
=== <span class="invisible-header">8LP</span> === | |||
{{MoveData | {{MoveData | ||
| name = Jumping Jab | | name = Jumping Jab | ||
| input = | | input = j.LP | ||
| subtitle = | | subtitle = Jumping Light Punch | ||
| image = CVS2_Iori_8lp.png | | image = CVS2_Iori_8lp.png | ||
| caption = | | caption = | ||
| linkname = | | linkname = j.LP | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LP}} | ||
| subtitle = | | subtitle = | ||
| damage = 600 | | damage = 600 | ||
| stun = 6 | | stun = 6 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = High | ||
| parry = | | parry = High | ||
| startup = 3 | | startup = 3 | ||
| active = 22 | | active = 22 | ||
| recovery = | | recovery = 0 | ||
| total = | | total = 27 | ||
| advHit = | | advHit = Varies | ||
| advBlock = | | advBlock = Varies | ||
| invul = | | invul = None | ||
| description = | | description = | ||
I don't use this personally, but I've seen many good Iori users use this as their preferred jump in. It has pretty good priority and sticks out for a long time, too. Low jumping and immediately pressing jab is an overhead on every character in the game, but you might as well use jumping strong if you're gonna do that. | I don't use this personally, but I've seen many good Iori users use this as their preferred jump in. It has pretty good priority and sticks out for a long time, too. Low jumping and immediately pressing jab is an overhead on every character in the game, but you might as well use jumping strong if you're gonna do that. | ||
Line 701: | Line 694: | ||
}} | }} | ||
=== <span class="invisible-header">8MP</span> === | |||
{{MoveData | {{MoveData | ||
| name = Jumping Strong | | name = Jumping Strong | ||
| input = | | input = j.MP | ||
| subtitle = | | subtitle = Jumping Medium Punch | ||
| image = CVS2_Iori_8mp.png | | image = CVS2_Iori_8mp.png | ||
| caption = | | caption = | ||
| linkname = 8MP | | linkname = 8MP | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MP}} | ||
| subtitle = | |||
| damage = 900 | | damage = 900 | ||
| stun = 9 | | stun = 9 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = High | ||
| parry = | | parry = High | ||
| startup = 4 | | startup = 4 | ||
| active = 7 | | active = 7 | ||
| recovery = | | recovery = 0 | ||
| total = | | total = 11 | ||
| advHit = | | advHit = Varies | ||
| advBlock = | | advBlock = Varies | ||
| invul = | | invul = None | ||
| description = | | description = | ||
Probably Iori's highest priority jump in, also a decent air to air due to its high speed. Range is a little lacking, though. Low jumping and immediately pressing strong is also an instant overhead on every character in the game. Do it while jumping backwards to make it safer. Low jumping forward and hitting strong gives the overhead surprising range, though; you can still connect it after doing three low shorts. | |||
6/13/03 - Dunno why I didn't add this before, but low jumping BACKWARDS and doing overhead strong still works, and is a whole lot safer. You do have to be quite a bit closer, though. It works after doing one jab/short. | 6/13/03 - Dunno why I didn't add this before, but low jumping BACKWARDS and doing overhead strong still works, and is a whole lot safer. You do have to be quite a bit closer, though. It works after doing one jab/short. | ||
Line 732: | Line 725: | ||
}} | }} | ||
=== <span class="invisible-header">8HP</span> === | |||
{{MoveData | {{MoveData | ||
| name = Jumping Fierce | | name = Jumping Fierce | ||
| input = 8HP | | input = 8HP | ||
| subtitle = | | subtitle = Jumping Heavy Punch | ||
| image = CVS2_Iori_8hp.png | | image = CVS2_Iori_8hp.png | ||
| caption = | | caption = | ||
| linkname = 8HP | | linkname = 8HP | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HP}} | ||
| subtitle = | | subtitle = | ||
| damage = 1300 | | damage = 1300 | ||
| stun = 13 | | stun = 13 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = High | ||
| parry = | | parry = High | ||
| startup = 11 | | startup = 11 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = 0 | ||
| total = | | total = 14 | ||
| advHit = | | advHit = Varies | ||
| advBlock = | | advBlock = Varies | ||
| invul = | | invul = None | ||
| description = | | description = | ||
Iori's highest damage jump in, so this is the one to use when your opponent is dizzy. It comes out painfully slow, but not slow enough so that you can use it for fakes to land a Scum Gale. | |||
}} | }} | ||
}} | }} | ||
=== <span class="invisible-header">8LK</span> === | |||
{{MoveData | {{MoveData | ||
| name = Jumping Short | | name = Jumping Short | ||
| input = 8LK | | input = 8LK | ||
| subtitle = | | subtitle = Jumping Light Kick | ||
| image = CVS2_Iori_8lk.png | | image = CVS2_Iori_8lk.png | ||
| caption = | | caption = | ||
| linkname = 8LK | | linkname = 8LK | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LK}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 500 | ||
| stun = | | stun = 5 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = High | ||
| parry = | | parry = High | ||
| startup = | | startup = 4 | ||
| active = | | active = 22 | ||
| recovery = | | recovery = 0 | ||
| total = | | total = 26 | ||
| advHit = | | advHit = Varies | ||
| advBlock = | | advBlock = Varies | ||
| invul = | | invul = None | ||
| description = | | description = | ||
Solid reach and lots of active frames make this a decent air-to-air, but it sees no real use otherwise | |||
}} | }} | ||
}} | }} | ||
=== <span class="invisible-header">8MK</span> === | |||
{{MoveData | {{MoveData | ||
| name = Jumping Forward | | name = Jumping Forward | ||
| input = 8MK | | input = 8MK | ||
| subtitle = | | subtitle = Jumping Medium Kick | ||
| image = CVS2_Iori_8mk.png | | image = CVS2_Iori_8mk.png | ||
| caption = | | caption = | ||
| linkname = 8MK | | linkname = 8MK | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MK}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 900 | ||
| stun = | | stun = 9 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = High | ||
| parry = | | parry = High | ||
| startup = | | startup = 5 | ||
| active = | | active = 10 | ||
| recovery = | | recovery = 0 | ||
| total = | | total = 15 | ||
| advHit = | | advHit = Varies | ||
| advBlock = | | advBlock = Varies | ||
| invul = | | invul = None | ||
| description = | | description = | ||
Similar kick to j.LK, but trades high active frames for damage. Same as a good air-to-air, and also sees very little use otherwise. | |||
}} | |||
}} | }} | ||
=== <span class="invisible-header">8HK</span> === | |||
{{MoveData | {{MoveData | ||
| name = Jumping Roundhouse | | name = Jumping Roundhouse | ||
| input = 8HK | | input = 8HK | ||
| subtitle = | | subtitle = Jumping Heavy Kick | ||
| image = CVS2_Iori_8hk.png | | image = CVS2_Iori_8hk.png | ||
| caption = | | caption = | ||
| linkname = 8HK | | linkname = 8HK | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HK}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 1200 | ||
| stun = | | stun = 12 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = High | ||
| parry = | | parry = High | ||
| startup = | | startup = 7 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 0 | ||
| total = | | total = 15 | ||
| advHit = | | advHit = Varies | ||
| advBlock = | | advBlock = Varies | ||
| invul = | | invul = None | ||
| description = | | description = | ||
Iori's furthest reaching jump-in. Useful for when you jump over fireballs to ensure you reach, or just for air poking in general. Makes a decent air-to-air just like his other jump kicks. | |||
}} | }} | ||
}} | }} | ||
=== | == Throws == | ||
=== <span class="invisible-header">Sakahagi (Punch)</span> === | |||
{{MoveData | |||
| name = Sakahagi | |||
| input = Near Opponent, 4/6HP | |||
| subtitle = Punch Throw | |||
| image = CVS2_Iori_Throw.PNG | |||
| caption = | |||
| linkname = Sakahagi (Punch) | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1800 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = Grab | |||
| startup = 3 | |||
| active = 1 | |||
| recovery = 13 | |||
| total = 17 | |||
| advHit = DWN | |||
| advBlock = Grab | |||
| invul = None | |||
| description = Iori grabs the opponent and tosses them away with a quick scratch. Standard punch throw, 3 frame startup makes it useful for punishing tight gaps and moves that are only slightly negative, but it does lower damage than his slower kick throw. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Sakahagi (Kick)</span> === | |||
{{MoveData | |||
| name = Sakahagi | |||
| input = Near Opponent, 4/6HK | |||
| subtitle = Kick Throw | |||
| image = CVS2_Iori_Throw.PNG | |||
| caption = Wait, why does he have this twice!? | |||
| linkname = Sakahagi (Kick) | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 2000 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = Grab | |||
| startup = 5 | |||
| active = 1 | |||
| recovery = 13 | |||
| total = 19 | |||
| advHit = DWN | |||
| advBlock = Grab | |||
| invul = None | |||
| description = Iori does a throw exactly like his punch throw. Despite being the same animation and sharing a name, this does have the standard kick throw difference of being slower but higher damage. Useful for throw mixups, but since Iori has a very rewarding command grab, you'll usually only go for this when you can't do the input for command grab fast enough. | |||
}} | |||
}} | |||
== | == Command Normals == | ||
=== | === <span class="invisible-header">Ge Shiki: Yumebiki</span> === | ||
=== | {{MoveData | ||
=== | | name = Ge Shiki: Yumebiki | ||
=== | | input = 6MP | ||
=== | | subtitle = Lunge Punch | ||
=== | | image = CVS2_Iori_6MP.PNG | ||
=== | | caption = | ||
=== | | linkname = 6MP | ||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|f}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 800 | |||
| stun = 8 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 8 | |||
| active = 7 | |||
| recovery = 24 | |||
| total = 39 | |||
| advHit = -8 | |||
| advBlock = -8 | |||
| invul = None | |||
| description = Iori reaches forward for a punch. On it's own, not a bad whiff punish thanks to the forward movement and cancel. You can easily cancel this into 214HP Rekka for a combo or a blockstring. This also is a Target Combo from 5MP, which would be awesome for confirms if 5MP was a move you used for confirms often. This means it's mostly used raw as a whiff punish. Make sure you always cancel into either a rekka or a fireball, as you leave yourself -8 if not. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Ge Shiki: Gofu-in 'Shinigami'</span> === | |||
{{MoveData | |||
| name = Ge Shiki: Gofu-in 'Shinigami' | |||
| input = 6MK | |||
| subtitle = Overhead | |||
| image = CVS2 Iori 5f+mk.png | |||
| caption = | |||
| linkname = 6MK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|f}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 1000 | |||
| stun = 10 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 33 | |||
| active = 3 | |||
| recovery = 17 | |||
| total = 53 | |||
| advHit = 0 | |||
| advBlock = 0 | |||
| invul = None | |||
| description = Iori winds up before dropping an axe kick on the opponent. Sadly slow overhead, but still useful as a meaty since it's 0 on block while most overheads tend to be slightly negative. Used from neutral however, it's more than likely that your opponent will reversal through this, mash out, or just escape the situation, none of which are good for Iori. This risk makes the 1000 damage reward pretty low, so outside of a meaty overhead mixup, you won't use this much. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Ge Shiki: Yurioki</span> === | |||
{{MoveData | |||
| name = Ge Shiki: Yurioki | |||
| input = j.4LK | |||
| subtitle = Crossup | |||
| image = CVS2 Iori 8 4lk.png | |||
| caption = | |||
| linkname = j.4LK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = In Air {{Motion|b}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 500 | |||
| stun = 5 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 5 | |||
| active = 12 | |||
| recovery = 0 | |||
| total = 17 | |||
| advHit = Varies | |||
| advBlock = Varies | |||
| invul = None | |||
| description = Iori sticks his leg out behind him. Stellar crossup, and a key part of Iori's signature vortex. Unlike the KOF games, your input is actually reversed when jumping over the opponent, so you will always do this as j.4LK on both sides. Since it's a light hit, combos from it require a pretty deep connect. Usually you'll get cl.LP, cl.HP > Rekkas, which is more than enough of a reward, but if you hit them around head height it won't combo to much of anything. | |||
}} | |||
}} | |||
== Special Moves == | == Special Moves == | ||
=== <span class="invisible-header">Rekka Kens</span> === | |||
{{MoveData | {{MoveData | ||
| name = Deadly Flower / "Hyakunijuunanashiki Aoihana " | | name = Deadly Flower / "Hyakunijuunanashiki Aoihana " | ||
Line 874: | Line 998: | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version | | version = {{Motion|214}} + {{Icon-Capcom|P}} | ||
| subtitle = 1st Rekka | |||
| damage = 400/500/600 | | damage = 400/500/600 | ||
| stun = 2 | | stun = 2 | ||
Line 888: | Line 1,012: | ||
| advBlock = -5 | | advBlock = -5 | ||
| invul = N/A | | invul = N/A | ||
}} | }} | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| | | header = no | ||
| | | version = {{Motion|214}} + {{Icon-Capcom|P}} | ||
| subtitle = 2nd Rekka | |||
| damage = 400/500/600 | | damage = 400/500/600 | ||
| stun = 2 | | stun = 2 | ||
Line 906: | Line 1,029: | ||
| advBlock = -13 | | advBlock = -13 | ||
| invul = N/A | | invul = N/A | ||
}} | }} | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| | | header = no | ||
| | | version = {{Motion|214}} + {{Icon-Capcom|P}} | ||
| subtitle = 3rd Rekka | |||
| damage = 800/900/1000 | | damage = 800/900/1000 | ||
| stun = 5 | | stun = 5 | ||
Line 925: | Line 1,047: | ||
| invul = N/A | | invul = N/A | ||
| description = | | description = | ||
There's a 25 frame window to cancel the first rekka into the second rekka. From the second to third hit there's a 27 frame window to cancel. The different damage numbers correspond to different button strengths. | |||
Outside of its obvious use in combos, the rekka ken doesn't have much use. Start RCing it, though, and you have a different beast entirely. The result is a high priority (invincible, even), high damage (2200 if you get all 3), long range (Iori's longest ranged move, farther than his standing/low roundhouses) poke that enables Iori to compete with the Sagats and Cammys of the world. | Outside of its obvious use in combos, the rekka ken doesn't have much use. Start RCing it, though, and you have a different beast entirely. The result is a high priority (invincible, even), high damage (2200 if you get all 3), long range (Iori's longest ranged move, farther than his standing/low roundhouses) poke that enables Iori to compete with the Sagats and Cammys of the world. | ||
Line 951: | Line 1,073: | ||
Man. That's a lot written about one move. It's a necessary move, though. It's like Iori's missing link. | Man. That's a lot written about one move. It's a necessary move, though. It's like Iori's missing link. | ||
}} | }} | ||
}} | }} | ||
=== <span class="invisible-header">Dragon Punch</span> === | |||
{{MoveData | {{MoveData | ||
| name = Fire Ball / "Hyakushiki Oniyaki" | | name = Fire Ball / "Hyakushiki Oniyaki" | ||
Line 970: | Line 1,090: | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version | | version = {{Motion|623}} + {{Icon-Capcom|LP}} | ||
| subtitle = | |||
| damage = 1700 | | damage = 1700 | ||
| stun = 17 | | stun = 17 | ||
Line 989: | Line 1,109: | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| header = no | | header = no | ||
| version | | version = {{Motion|623}} + {{Icon-Capcom|MP}} | ||
| subtitle = | |||
| damage = 700+1100 | | damage = 700+1100 | ||
| stun = 7+11 | | stun = 7+11 | ||
Line 1,008: | Line 1,128: | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| header = no | | header = no | ||
| version | | version = {{Motion|623}} + {{Icon-Capcom|HP}} | ||
| subtitle = | |||
| damage = 400+600+1000 | | damage = 400+600+1000 | ||
| stun = 4+6+10 | | stun = 4+6+10 | ||
Line 1,027: | Line 1,147: | ||
}} | }} | ||
=== <span class="invisible-header">Fireball</span> === | |||
{{MoveData | {{MoveData | ||
| name = Dark Thrust / "Hyakuhachishiki Yamibarai " | | name = Dark Thrust / "Hyakuhachishiki Yamibarai " | ||
Line 1,039: | Line 1,159: | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version | | version = {{Motion|236}} + {{Icon-Capcom|LP}} | ||
| subtitle = | |||
| damage = 800 | | damage = 800 | ||
| stun = 8 | | stun = 8 | ||
Line 1,053: | Line 1,173: | ||
| advBlock = -12 | | advBlock = -12 | ||
| invul = N/A | | invul = N/A | ||
}} | }} | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| header = no | | header = no | ||
| version | | version = {{Motion|236}} + {{Icon-Capcom|MP}} | ||
| subtitle = | |||
| damage = 900 | | damage = 900 | ||
| stun = 9 | | stun = 9 | ||
Line 1,072: | Line 1,190: | ||
| advBlock = -42 | | advBlock = -42 | ||
| invul = 7 full/ 9 lower | | invul = 7 full/ 9 lower | ||
}} | }} | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| header = no | | header = no | ||
| version | | version = {{Motion|236}} + {{Icon-Capcom|HP}} | ||
| subtitle = | |||
| damage = 1000 | | damage = 1000 | ||
| stun = 4+6+10 | | stun = 4+6+10 | ||
Line 1,092: | Line 1,208: | ||
| invul = N/A | | invul = N/A | ||
| description = | | description = | ||
As far as ground fireballs go, Iori's is the second best in the game. That's not really saying much, though, since ground fireballs as a whole really suck and are vastly inferior to conventional air-based fireballs. | |||
Unfortunately, Iori's fireball is a very necessary tool for him, both as a footsie tool and as a means to get in. 3/4ths to full screen away throw a jab fireball and run after it to get in. 2/5ths to half screen away use it as a footsie tool. Any closer and you should never use it. NEVER buffer a fireball off of a normal move. Your opponent can easily roll on reaction and kill you. Also, since varying ground fireball speeds really doesn't get you anywhere, always throw jab fireballs since those you can follow easily. The other two speeds are unnecessary to the way Iori plays. | Unfortunately, Iori's fireball is a very necessary tool for him, both as a footsie tool and as a means to get in. 3/4ths to full screen away throw a jab fireball and run after it to get in. 2/5ths to half screen away use it as a footsie tool. Any closer and you should never use it. NEVER buffer a fireball off of a normal move. Your opponent can easily roll on reaction and kill you. Also, since varying ground fireball speeds really doesn't get you anywhere, always throw jab fireballs since those you can follow easily. The other two speeds are unnecessary to the way Iori plays. | ||
Line 1,099: | Line 1,215: | ||
The fact that the fireball is so essential to Iori and that it's a ground fireball is really bad. Characters that can easily punish ground fireballs like Bison, Blanka or Honda all give Iori a really hard time. RCing the fireball doesn't really make a difference either, since you never want to do the fireball up close, and if you RC it from far away the invincibility is gone by the time your opponent reaches you with a Psycho Crusher or Blanka Ball or whatever. Bleh. | The fact that the fireball is so essential to Iori and that it's a ground fireball is really bad. Characters that can easily punish ground fireballs like Bison, Blanka or Honda all give Iori a really hard time. RCing the fireball doesn't really make a difference either, since you never want to do the fireball up close, and if you RC it from far away the invincibility is gone by the time your opponent reaches you with a Psycho Crusher or Blanka Ball or whatever. Bleh. | ||
}} | }} | ||
}} | }} | ||
=== <span class="invisible-header">Running Grab</span> === | |||
{{MoveData | {{MoveData | ||
| name = 212 Shiki: Kototsuki In / "Nihyakujuunishiki Kototsuki In " | | name = 212 Shiki: Kototsuki In / "Nihyakujuunishiki Kototsuki In " | ||
Line 1,116: | Line 1,231: | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version | | version = {{Motion|hcb}} + {{Icon-Capcom|LK}} | ||
| subtitle = | |||
| damage = 1800 | | damage = 1800 | ||
| stun = 0 | | stun = 0 | ||
Line 1,130: | Line 1,245: | ||
| advBlock = -18 | | advBlock = -18 | ||
| invul = N/A | | invul = N/A | ||
}} | }} | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| header = no | | header = no | ||
| version | | version = {{Motion|hcb}} + {{Icon-Capcom|MK}} | ||
| subtitle = | |||
| damage = 1900 | | damage = 1900 | ||
| stun = 0 | | stun = 0 | ||
Line 1,149: | Line 1,262: | ||
| advBlock = -18 | | advBlock = -18 | ||
| invul = N/A | | invul = N/A | ||
}} | }} | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| header = no | | header = no | ||
| version | | version = {{Motion|hcb}} + {{Icon-Capcom|HK}} | ||
| subtitle = | |||
| damage = 2000 | | damage = 2000 | ||
| stun = 0 | | stun = 0 | ||
Line 1,169: | Line 1,280: | ||
| invul = N/A | | invul = N/A | ||
| description = | | description = | ||
The above frame data for the three button strengths represent what happens if Iori never makes contact with the enemy. For example, a roundhouse whiffed Running Grab has 5 frames start up, runs for 64 frames, then has 12 frame recovery. If at any time during those 64 frames of running Iori makes contact with his opponent, he then takes 4 frames for his arm to whip around, which has an active hitbox for 5 frames, and has a 29 frame recovery. Whew! Writing and explaining frame data isn't easy! | |||
Most of the time I wish this move simply didn't exist, since 90% of the times I use it is totally on accident screwing up the command for RC rekka kens. As the -18 frame disadvantage tells you, this move isn't anywhere near safe if blocked. It's also very vulnerable if the move whiffs completely also, unlike Kyo's. | Most of the time I wish this move simply didn't exist, since 90% of the times I use it is totally on accident screwing up the command for RC rekka kens. As the -18 frame disadvantage tells you, this move isn't anywhere near safe if blocked. It's also very vulnerable if the move whiffs completely also, unlike Kyo's. | ||
Line 1,176: | Line 1,287: | ||
Another use for this move is to chip somebody to death. If you're not within fierce uppercut range to chip somebody (fierce uppercut does 325 points of chip damage), the next best option is to f+strong into Running Grab, as that does 300 chip damage. 2 Rekka kens only do 200 damage, and a fireball does 100. 300 damage from the running grab is enough to insure that you never fall victim to the "Magic Pixel" that has claimed many a player. | Another use for this move is to chip somebody to death. If you're not within fierce uppercut range to chip somebody (fierce uppercut does 325 points of chip damage), the next best option is to f+strong into Running Grab, as that does 300 chip damage. 2 Rekka kens only do 200 damage, and a fireball does 100. 300 damage from the running grab is enough to insure that you never fall victim to the "Magic Pixel" that has claimed many a player. | ||
RCing the move can be useful from time to time, like when you REALLY need that chip damage to kill the opponent but can't find a way to f+strong them, or to punish somebody buffering moves into a fireball. You could theoretically use an RC Running Grab as an anti-air from afar, but I wouldn't recommend it since the move comes out pretty slow. | RCing the move can be useful from time to time, like when you REALLY need that chip damage to kill the opponent but can't find a way to f+strong them, or to punish somebody buffering moves into a fireball. You could theoretically use an RC Running Grab as an anti-air from afar, but I wouldn't recommend it since the move comes out pretty slow. | ||
}} | }} | ||
}} | }} | ||
== Super Moves == | == Super Moves == | ||
=== <span class="invisible-header">Maiden Masher</span> === | |||
{{MoveData | {{MoveData | ||
| name = Maiden Masher / "Sansennihyakujuuichishiki Yaotome " | | name = Maiden Masher / "Sansennihyakujuuichishiki Yaotome " | ||
Line 1,195: | Line 1,305: | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|236}}{{Motion|hcb}} + {{Icon-Capcom|LP}} | ||
| subtitle = | |||
| damage = 2200 | | damage = 2200 | ||
| stun = 0 | | stun = 0 | ||
Line 1,209: | Line 1,319: | ||
| advBlock = -10 | | advBlock = -10 | ||
| invul = 8full/12upper | | invul = 8full/12upper | ||
}} | }} | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| header = no | | header = no | ||
| version | | version = {{Motion|236}}{{Motion|hcb}} + {{Icon-Capcom|MP}} | ||
| subtitle = | |||
| damage = 3700 | | damage = 3700 | ||
| stun = 0 | | stun = 0 | ||
Line 1,228: | Line 1,336: | ||
| advBlock = -10 | | advBlock = -10 | ||
| invul = 14 full/ 22 upper | | invul = 14 full/ 22 upper | ||
}} | }} | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| header = no | | header = no | ||
| version | | version = {{Motion|236}}{{Motion|hcb}} + {{Icon-Capcom|HP}} | ||
| subtitle = | |||
| damage = 5000 | | damage = 5000 | ||
| stun = 0 | | stun = 0 | ||
Line 1,248: | Line 1,354: | ||
| invul = 22full/ 30 upper | | invul = 22full/ 30 upper | ||
| description = | | description = | ||
Your basic all-purpose super; functions as anti-air, anti-fireball, anti-poke, | |||
works in combos. There's a few unique things about it, though: the upper body | works in combos. There's a few unique things about it, though: the upper body | ||
invincibility granted to the move give it the ability to punish fireballs from | invincibility granted to the move give it the ability to punish fireballs from | ||
Line 1,265: | Line 1,371: | ||
Unfortunately, hitting with a level 3 doesn't set up much of anything since your opponent is thrown really far away and Iori doesn't recover until the opponent is almost fully standing. Just throw a jab fireball as they're getting up and run after it. | Unfortunately, hitting with a level 3 doesn't set up much of anything since your opponent is thrown really far away and Iori doesn't recover until the opponent is almost fully standing. Just throw a jab fireball as they're getting up and run after it. | ||
}} | }} | ||
}} | }} | ||
=== <span class="invisible-header">"One-For-The-Road" Blast</span> === | |||
{{MoveData | {{MoveData | ||
| name = "One-For-The-Road" Blast | | name = "One-For-The-Road" Blast | ||
Line 1,277: | Line 1,382: | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|214}}{{Motion|hcf}} + {{Icon-Capcom|LP}} | ||
| subtitle = | |||
| damage = | | damage = 1400 | ||
| stun = | | stun = 0 | ||
| cancel = | | cancel = Non | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = | | startup = 5:1~60, 21 | ||
| active = | | active = Traveling | ||
| recovery = | | recovery = 50 | ||
| total = | | total = 77~136 | ||
| advHit = | | advHit = Freeze | ||
| advBlock = | | advBlock = -15 | ||
| invul = | | invul = 1~9 (Full) | ||
}} | }} | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| header = no | | header = no | ||
| version | | version = {{Motion|214}}{{Motion|hcf}} + {{Icon-Capcom|MP}} | ||
| subtitle = | |||
| damage = | | damage = 1600 | ||
| stun = | | stun = 0 | ||
| cancel = | | cancel = SP/SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = | | startup = 5:1~60, 21 | ||
| active = | | active = Traveling | ||
| recovery = | | recovery = 50 | ||
| total = | | total = 77~136 | ||
| advHit = | | advHit = Freeze | ||
| advBlock = | | advBlock = +29 | ||
| invul = | | invul = 1~15 (Full) | ||
}} | }} | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| header = no | | header = no | ||
| version | | version = {{Motion|214}}{{Motion|hcf}} + {{Icon-Capcom|HP}} | ||
| subtitle = | |||
| damage = | | damage = 1800 | ||
| stun = | | stun = 0 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = | | startup = 5:1~60, 21 | ||
| active = | | active = Traveling | ||
| recovery = | | recovery = 50 | ||
| total = | | total = 77~136 | ||
| advHit = | | advHit = Freeze | ||
| advBlock = | | advBlock = +29 | ||
| invul = | | invul = 1~23 (Full) | ||
| description = | | description = | ||
Iori tosses a fireball that then explodes into pillars. Each level gets more pillars, with level 1 only getting one and not traveling far, level 2 getting 4 and traveling a little over a third of the screen, and level 3 getting 8 pillars and traveling well beyond fullscreen. On hit, these cause a unique flame freeze effect. The opponent will be coated in Iori's signature purple fire, and will slowly take hits of damage. The level 1 version hits 4 times before knocking down, the level 2 version hits 5 times, and the level 3 version hits 6 times. During this frozen time, Iori can hit with any move, though this will instantly end the freeze. You always want to wait a few hits to maximize the damage, preferably until the last hit that doesn't knock down. This super can also be charged, hence the double value on the startup time. However, regardless of minimal charge or not, comboing into this is impossible in most situations. It lacks much neutral utility outside of gimmicky callouts, and the cost is fairly high. Maiden Masher is overall a MUCH more useful super in almost every situation, and you would almost always rather save the meter for that than spend it on this. | |||
}} | }} | ||
}} | }} | ||
=== Colors === | === Colors === | ||
[[File:Iori CvS2 colors.png]] | [[File:Iori CvS2 colors.png]] | ||
Revision as of 19:00, 9 July 2022
Introduction
Story
Iori Yagami (Japanese: 八神 庵, Hepburn: Yagami Iori) is a character from SNK's The King of Fighters video game series. The character first appeared in The King of Fighters '95 as the leader of the Rivals Team, as the initial enemy and later rival of Kyo Kusanagi. Iori is the heir of the Yagami clan, who use pyrokinetic powers and sealed the Orochi devil along with the Kusanagi and Yata clans. Iori suffers from a curse – "The Riot of the Blood" (血の暴走, Chi no Bōso) – under which he becomes faster, stronger and wilder, exhibiting a deadly tendency to indiscriminately attack everyone in close proximity. In this state, Iori is commonly called "Wild Iori" or "Orochi Iori" (月の夜大蛇の血に狂う庵, Tsuki no Yoru Orochi no Chi ni Kuruu Iori, lit. Insane Iori with Blood of Orochi Under the Night of the Moon).[3] Aside from the main series, Iori appears in several other media series, including spin-offs, crossover video games and comic adaptations of the series.
Iori was created as Kyo's rival; his name and abilities were designed to relate him with the legend of Yamata no Orochi. The designers ended up liking him so much they are careful of the character's development as the series expands. As a result, Iori sometimes helps Kyo to have the opportunity to fight him. Finding his design appealing, new outfits presented the SNK staff with difficulties as they devised new appearances for the character that would retain his popularity.
Video game journalists have praised Iori Yagami as one of the most powerful characters in the series. Reviewers have also cited Iori as one of the best characters from the games, labeling him as a veteran character and praising his appearance as one of SNK's best creations. "Miss X", Iori's crossdressing form from SNK Gals' Fighters and the additional female one of SNK Heroines: Tag Team Frenzy, also received attention for its humor. A series of collectible items based on Iori's likeness, including key chains and figurines, have been manufactured.
Gameplay
Iori is a very versatile character whose moveset lends him to a rush-down/mixup style with damage mainly coming from his Rekka combos. Coupled with that, he has very serviceable pokes, good anti air, and a good reversal DP for use in defense and neutral situations. He also has one of the best poke RCs in the game with his Rekka, is the shortest character in the game, and has the best roll in the game.
His drawbacks are getting in against dominant "big button" characters (Sagat, Blanka, Cammy, etc), a relatively low ceiling of one shot burst damage (his supers aren't very strong), and characters who duck and outpoke his Stand Roundhouse.
In CvS2, he is often considered a "high" tier character, just below the established top tiers. He is a staple on N groove teams, as well as one of the Best SNK characters in the game. Conventional wisdom is that he is one of the easiest characters to use, and recent Japanese tourney play features him on two of the best players' teams. In C and A grooves, even.
Iori's what? Since people play better and more focused when they have a set goal in mind rather than "uh...imma just hit guy and win! And do combos!", it's good to know what your character's main objective is before playing. A kind of a fighting game thesis, if you will.
Iori's objective is to get within point blank range of his opponent.
(Simple, right? It's supposed to be)
Why?
Simple. When you're up close you have the threat of the Scum Gale grab, which lends itself to high damage 50/50 mix ups, all of which knock down the opponent and set up another mix up.
How is this objective accomplished? In order of best method to worst method: 1) Knocking the opponent down 2) Getting 3/4ths to full screen, throwing a jab fireball and running after it 3) Establishing Iori's strong mid-range ground game, which drains the opponent's guard bar. The draining of your opponent's guard bar entices him to make mistakes that enable you to achieve method 1). 4) By trying to roll through or jump/low jump over your opponent's moves.
Since 1) is hard to do on a good opponent and the distance for 2) can be difficult to establish, Iori spends most of his time doing 3).
Groove Selection
Best - N/C: N-Groove is Iori's best Groove for a few reasons. Iori has one of the best rolls in the game, and a great special to roll cancel with his rekkas. N-Groove gives him run and hop to aid his mixup and rushdown, and while the meter isn't great, level 1 Maiden Masher is an easy and simple confirm for a damage increase anyway. C-Groove is only a little behind, as while he gives up run and hop, he gets a very damaging level 2 combo in exchange that can be easily combo'd into. Air block and Alpha Counters are also helpful in a lot of situations.
Useful - A/K: A-Groove is a little behind, and Iori is usually ran on point. Custom Combo is powerful and useful, and Iori has a decent one. Lack of run or hop hurts his offense a bit, but it isn't a huge tradeoff, and he still has roll. K-Iori is a higher risk Iori, with a major downside in the missing roll. Rage makes him scary though, as one good hit confirms into level 3 Maiden Masher for big damage, and he can usually punish something after a JD.
Worst - P/S: P-Iori isn't bad, he gets good meterless reward after all. However, just like K-Iori, the missing roll is very hard to deal with as it's important to his gameplan. S-Groove has very little going for it, especially for Iori, but it has the basics in run, hop, and roll. Just that you will almost never have meter for a Maiden Masher.
Iori is a powerful rushdown vortex character, with great mixups from his hard knockdown rekkas. His neutral is also solid, with good pokes and one of the best RC specials in rekkas. He just has to be in range to utilize them. Iori is best in N-Groove and C-Groove. |
|
Pros | Cons |
|
|
Normal Moves
Far Standing Normals
5LP
5MP
5HP
5LK
5MK
5HK
Close Standing Normals
cl5LP
cl5MP
cl5HP
cl5LK
cl5MK
cl5HK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Air Normals
8LP
8MP
8HP
8LK
8MK
8HK
Throws
Sakahagi (Punch)
Sakahagi (Kick)
Command Normals
Ge Shiki: Yumebiki
Ge Shiki: Gofu-in 'Shinigami'
Ge Shiki: Yurioki
Special Moves
Rekka Kens
Dragon Punch
Fireball
Running Grab
Super Moves
Maiden Masher
"One-For-The-Road" Blast
Colors