Mr. yagami91 (talk | contribs) m (→with meter) |
Mr. yagami91 (talk | contribs) m (→meterless) |
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''(corner)'' | ''(corner)'' | ||
*'''jp.C/D, cl.C, qcb Ax2, cl.C''' | *'''jp.C/D, cl.C, qcb Ax2, cl.C''' | ||
Corner combo that leads into a rest. requires some timming | Corner combo that leads into a rest. requires some timming. | ||
*'''st.C, qcb Ax2, dp A''' | *'''st.C, qcb Ax2, dp A''' |
Revision as of 23:57, 15 September 2022
Introduction
Strengths | Weaknesses |
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Movelist
Normals
Far Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Close Range Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Crouching Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Low | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | None | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Low | - | - | - | - | - | - | KD | - | - | - | - |
Neutral Jumping Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Diagonal Jump Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Blowback Attack
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Throws
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Throw | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Throw | - | - | - | - | - | - | - | - | - | - | - |
Command Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Special Moves
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
Version | Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st Rekka | - | - | - | - | - | - | - | - | - | - | - | - |
Version | Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
2nd Rekka | - | - | - | - | - | - | - | - | - | - | - | - |
Version | Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
3rd Rekka | - | - | - | - | - | - | - | - | - | - | - | - |
Version | Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st Rekka | - | - | - | - | - | - | - | - | - | - | - | - |
Version | Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
2nd Rekka | - | - | - | - | - | - | - | - | - | - | - | - |
Version | Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
3rd Rekka | - | - | - | - | - | - | - | - | - | - | - | - |
Super Moves
Combos
General notes:
- when in max mode. moves will have more pushback which can be a problem in certian combos.. in Iori's case,certian hit-confirms into rekka will whiff at midscreen, even if done after a jump-in/cross-up.
meterless
(midscreen)
- Cr.Bx2, Cr.A, qcb Ax3
the classic iori hit-confirm, still your go-to hit-confirm for an easy hard KND.
- Cr.B, Cr.A /cl.A /cl.B, f.A, qcb Cx3
great hit-confirm, but very difficult due to the tight cancel window of f.A. if you can do this consistently (especally from cr.A) then use this instead.
- (j.X), cl.C (f.A), qcb Cx3
iori's main BnB, omit the f.A if you can't cancel it into rekka consistently
- (j.X), cl.C, hcb K
run grab combo. Does about the same dmg as the one above.
- (j.X), (cl.C), hcf C, st.C, qcb Cx3
combo involving command grab. iori unfortunately recovers too slowly from the command grab to do run-up cl.C, and unless you can do the 'ghost step' trick, st.C into C rekka's is what your mainly gonna use after hcf C.
- (j.X), (cl.C), hcf C~(hcf,b A(Hold), cl.C (release A), f.A, qcb Cx3
By utilizing the ghost step technique, iori is able to do his classic bnb from the command grab. Compared to most ghost steps, this one is probably the easiest one to execute since the hcf,b / hcb,f A will always register ethier of his super input and you have an audio que as for when to input the ghost step. Still difficult to execute consistently since you also have to hold A while holding f/b, releasing A as soon as you get cl.C, and input the motion quickly or else you'll get f.A, but it's much more leniant than most ghost step's.
- (j.X), hcf C~(hcf,b A(Hold), cl.C (release A), hcf C~(hcb,f A(hold).....
One of 2 iori infinites. The Command grab infinite requires you to do the ghost step technique.
(corner)
- jp.C/D, cl.C, qcb Ax2, cl.C
Corner combo that leads into a rest. requires some timming.
- st.C, qcb Ax2, dp A
combo that ressembles iori's 95 bnb (which only worked with A rekkas). requires you to be slightly outside of the activation range of cl.C as well as slowly input the 2nd rekka in order for this to work. doesn't do that much dmg compared to doing the last hit of the rekka so it's not really useful but just know that it's there.
- (against aiorborne opponents) qcb A~qcb (miner pause) C (miner pause) ,qcb CA~qcb (miner pause) C.....
another one of many infinites (and 2 of the iori infinites) in kof 97. i'll admit i haven't done this infinite yet and for good reason (too difficult), but i have seen footage of it preformed. the way it works is that do QCB A and then quickly make another QCB for next hit but don't press the C button quickly wait a nano second and when player goes up after second hit again wait for nano second and quickly press QCB CA (CA is like a tip tap on two buttons) and make a quick QCB just after you press CA, So it's like QCB+CA+QCB and wait for nano second and C... and repeat again n again.
with meter
(midscreen)
- Cr.B,Cr.A,f.A qcf,hcb P
this is slightly eaiser to pull off since your doing cr.A,f.A,hcb P, still can be abit finicky.
- (j.X), cl.C / cr.C, (f.A), qcf,hcb+P
basic combo into super. If you implement f.A, remember to do the button hold trick to make doing the super easier (do it as cl.C (hold C), qcf A, (release C) hcb C)
- (j.X), cl.C, hcf C, st.C, qcf,hcb P
combo into command grab for abit more dmg than the combo above.
- (j.X), (cl.C), hcf C~(hcf,b A(Hold), cl.C (release A), (f.A), qcf,hcb P
alternate and more difficult command grab combo into super. If you implement f.A, remember to do the button hold trick to make doing the super easier
(corner)
- cl.C, hcf C, f.A,A, qcb Ax2, qcf,hcb P
Situational corner combo. Iori has to be the one cornered for this to work. Requires some timming for this to work. Impractical combo
- cl.C, qcb Ax2, qcf,hcb P
An easier version of the combo above.
Strategy