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. |
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Pros | Cons |
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Normal Moves
Far Standing Normals
5LP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
300 | 4 | RF/SP/SU | H/L | H/L | 2 | 4 | 8 | 14 | +5 | +5 | - |
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5MP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
800 | 8 | SP/SU | H/L | H | 7 | 3 | 25 | 35 | -5 | -5 | - |
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5HP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1300/1400 | 13/14 | SP/SU (1st part only) | H/L | H | 7 | 5 | 26 | 38 | -5 | -5 | - |
This move doesn't really have much tactical use since the distance to get the bufferable version of the fierce is really specific. However, the bufferable version happens to be Iori's most damaging bufferable move, and there's ONE useful set up to get it shown below (see Running Grab). |
5LK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
500 | 5 | SU | H/L | H/L | 6 | 6 | 8 | 20 | +3 | +3 | - |
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5MK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1000 | 10 | SU | H/L | H/L | 6 | 3 | 26 | 35 | -6 | -6 | - |
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. |
5HK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
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1300 | 13 | X | H/L | H/L | 9 | 7 | 22 | 38 | -2 | -2 | - |
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Close Standing Normals
cl5LP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
400 | 4 | RF,SP,SU | H/L | H/L | 2 | 4 | 6 | 12 | +7 | +7 | - |
Iori's close jab is very useful for many reasons:
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cl5MP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
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cl5HP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1200, 1100 | 12, 11 | SP/SU, SU | H/L | H | 3 | 6 | 24 | 33 | 0 | 0 | - |
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. |
cl5LK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
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cl5MK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
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cl5HK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1400 | 14 | SU | H/L | H | 6 | 3 | 21 | 30 | 3 | 3 | N/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? |
Crouching Normals
2LP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
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2MP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
900 | 9 | SP, SU | H/L | H/L | 4 | 6 | 9 | 19 | 5 | 5 | N/A |
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. Whiffing it intentionally can also be pretty good against certain characters, as it tends to beat a lot of long range moves... especially the low ones. Blanka's low fierce and slide, Dhalsim's limbs, shotos' low forwards... they all get beat cleanly by this move. 6/13/03 - the move also makes for Iori's best and safest meter builder in a pinch. I really wouldn't make turtling and building meter a core strategy with Iori, though, since he builds meter so much faster just by playing normally. However, if you're a few slivers away from having that 2nd meter, by all means mash on low strong. 6/13/03 - Sometimes your opponent will randomly be able to block a rekka ken after a max range low strong. Even worse, sometimes it whiffs completely for no apparent reason. 99% of the time it works fine, but sometimes the low strong x2 combo goes awry. |
2HP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1100 | 11 | SP/SU | H/L | H/L | 4 | 5 | 20 | 29 | -1 | -1 | N/A |
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. |
2LK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
200 | 2 | RF/SP/SU | L | L | 4 | 4 | 8 | 16 | 5 | 5 | N/A |
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2MK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
800 | 8 | SU | L | L | 5 | 4 | 20 | 29 | -2 | -2 | N/A |
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. |
2HK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1300 | 13 | N/A | Low | Low | 9 | 4 | 36 | 49 | DWN | -16 | N/A |
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 has tremendous recovery, meaning throwing it out without being SURE it's going to hit will certainly be the death of you. At max distance it's generally safe if blocked, but most any level 3 super will punish it fairly easily. If it's whiffed, well... you're gonna get hurt. Bad. A connected roundhouse rewards you with the all-important knockdown that insures Iori's way in. After a successful low roundhouse you can either walk forward a bit and go for cross up/non-cross up roll mix ups, or run forward a bit and go for a jumping cross up. An opponent that tech rolls the low roundhouse is impossible to punish, unfortunately, so the best thing to do if this happens is to throw a jab fireball and run after it. 7/5/03 - SOMETIMES you can punish a tech-rolled low roundhouse with another run-up low roundhouse. Doesn't really work if the first low roundhouse was at the absolute max distance, though, and it works a lot better on big characters. Try to low roundhouse tech rolls on reaction, rather than guessing. However, of all the times that I've whiffed a low roundhouse against an opponent who didn't tech roll, I don't recall being punished for it once. In fact, I've hit several uppercuts on people who've tried to punish it. Hrmm... to be safe, though, I'd recommend RC rekka'ing instead of doing uppercuts after the whiffed low roundhouse. |
Air Normals
8LP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
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600 | 6 | - | H | H | 3 | 22 | - | - | - | - | - |
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. 7/5/03 - This probably Iori's best option if you want to jump directly on top of your opponent's head. Jumping roundhouse and strong also work well for that purpose, but I've noticed that this move beats a lot of anti-airs meant to hit directly above the opponent's head. Use this when jumping on an opponent in the corner. |
8MP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
900 | 9 | - | H | H | 4 | 7 | - | - | - | - | - |
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. |
8HP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
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1300 | 13 | - | H | H | 11 | 3 | - | - | - | - | - |
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8LK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
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8MK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
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8HK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
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Command Normals
Universal Mechanics
Throws
Roll
Counter Attack
Guard Cancel Movement
Dodge Attacks
Small Jump
Dash
Run
Special Moves
Rekka Kens
Dragon Punch
Fireball
Running Grab
Super Moves
Maiden Masher
"One-For-The-Road" Blast
Colors