SvC Chaos: SNK Vs Capcom/Iori Yagami: Difference between revisions

From SuperCombo Wiki
(→‎Moves List: Made Iori's Normal Moves section.)
(→‎Command Moves: Made Iori's Command Moves section.)
Line 42: Line 42:
==Command Moves==
==Command Moves==
'''''Geshiki: Yumebiki'''''
'''''Geshiki: Yumebiki'''''
* f+LP, LP -  
* 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.


'''''Geshiki: Goufu In "Shinigame" '''''
'''''Geshiki: Goufu In "Shinigame"'''''
* f+B -
* 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'''''
'''''Geshiki: Yuri Ori'''''
* b+LK(In the air only) -
* 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==  
==Special Moves==  
'''''108 Shiki: Yamibarai'''''
'''''108 Shiki: Yamibarai'''''

Revision as of 08:48, 2 August 2016

"I'll grant a final request: how do you wish to die?" - By: Yagami, Iori

Introduction

Iorifacesvc.png

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.

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 -

100 Shiki: Oniyaki

  • DP+P -

311 Shiki: Tsumagushi

  • DP+K -

127 Shiki: Aoi Hana

  • QCB+P(3x) -

212 Shiki: Kototsuki In

  • HCB+K -

Kuzukaze

  • HCB, f+P (While near from your opponent) -

Super Moves

Kin 1211 Shiki: Yaotome

  • QCF, HCB+P -
    • Follow-Up:
      • Ura 306 Shiki: Saika
        • QCF(4x)+PP -

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

Advanced Strategy

Match-Ups