SvC Chaos: SNK Vs Capcom/Orochi Iori

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Revision as of 21:48, 13 February 2017 by Redarts (talk | contribs) (→‎Command Moves: Made O.Iori's Command Moves section.)
"D... daaa...dai...die..." - By:Yagami Iori, in Orochi form.

Introduction

OIorifacesvc.png

This guy is Iori Yagami, but on his Orochi/RoTD(That means "Riot of The Blood", but I'll use only "Orochi", or "O.", for short) form, where he can't control himself, thanks to the resurrection of Orochi(KoF'97, remember?). This Iori version was first playable on the KoF'97 game(Where he was a secret character), but I think that he indirectly appeared on the '95/'96 editions, where he almost killed his partners on the endings(I'm very sorry for Billy and Eiji too... Oh, remember that Mature and Vice are not dead on the series). I don't really remember how is his history in SvC... I think it has something to do with Bison(The Dictador) and cloning(You could read the comics to see more about that). Anyway, he is a very fun character to play with(And very strong as well), and I hope you enjoy practicing with him.

Orochi/RoTB Iori's Good and Bad things:

Good Things:

  • Easy to learn(He is very similiar to his KoF97 version);
  • He walks and jumps faster than his regular counterpart;
  • His standing hitbox is smaller than the regular Iori's(I think he has Zero's height);
  • Has some different, but more effective Super Moves;
  • Some normals, some Command moves and his DP are faster now;
  • Iori's crossup Command Move is here as well;
  • Still has Iori's Command Grab(Which can confirm almost everything, and...)
  • Has an infinite using the grab(I saw on a video, so I'm not sure if it works. But it's a thing that the regular Iori can't do);
  • The Exceed is a grab(Which means it can't be blocked, and it's way better than the regular Iori's).

Bad Things:

  • Has lower Stamina when compared to his regular counterpart;
  • Can't punish projectiles(The regular Iori has a move with Autoguard, made to punish those projectile spammers, and this one doesn't have... It would be as fast as broken too);
  • He still is almost unsafe on everything he does;
  • More dependant of MAXIMUM Mode to do damage(Like the regular version);
  • His Exceed doesn't have so much reach(Because it is a grab, but it can be confirmed from normals, don't worry).

Moves List

Normal Moves

Note: Most of O.Iori's normals are the same when compared to the regular Iori's, but with some speed differences.

s.LP - (Far) This punch has the same animation as the regular Iori's, but it is faster now(You can even rapidfire it). It can't be canceled, so use it for fun(By rapidfire-ing it). (Close) Like the Far version, the regular Iori has this move as well, but it is just faster. It can be used on Light Attack chains, and can be canceled, which is fine. It won't whiff on small characters too, which makes it a reliable move to use.
s.LK - (Far) A kick, which is nice to use as a poke. The regular Iori has this move too, but it doesn't have any speed differences. Can't be canceled, and can't chain into the Lights. (Close) An important move on Iori's arsenal. It hits low(Which is not usual on standing moves), can be canceled, and can be used on Light Attack chains(To finish them). The regular Iori could link a cl.HP after it, but this Iori can't(The regular one has a better recovery, and this one has a better startup. Pretty fair, I think).
s.HP - (Far) Just a poke. Can't be normal canceled, but it has a decent reach. No speed differences on this one too. (Close) Good for combos, and extremely important for punishing. You'll need this move nearly everytime the opponent misses a move. No speed differences on this one.
s.HK - (Far) Another move with nice reach that can't be normal canceled. Has the same properties as the s.HP, but has more reach. No speed differences. (Close) A kick aiming up. Can't be normal canceled, but can be useful if your opponent jumps at the same time you use this move(Which will be rare). No speed differences.

j.LP - The Diagonal and the Neutral versions are the same. A punch that stays for a long time, but assuming that O.Iori has a fast jump, it won't stay for a long time. The jumping attacks doesn't have any speed differences too.
j.LK - The Diagonal and the Neutral versions are the same. A fast kick with nice reach. Good as an air-to-air.
j.HP - (Diagonal) The regular Iori has this move too, and it was useful to start his combos, so use it for that. (Neutral) The regular Iori doesn't have this move. And that's good. This new move doesn't have that great startup, so you can't air-to-air with it. I wouldn't use this, but the best way to use this normal is to start your combos.
j.HK - The Diagonal and the Neutral versions are the same. A damaging kick that has nice reach. Good as an air-to-air(j.LK is more reliable in my opinion), and to start combos(Like the j.HP).

cr.LP - It's just a fast punch that you can rapidfire. Useful on combos, as it can be normal canceled, and linked into any Light Attack. No speed differences on the crouching normals.
cr.LK - Iori's move to start his Light Attack chains. It hits low, and can be canceled as well.
cr.HP - A scratch aiming up. Can be normal canceled, and can anti-air(But the DP is better for that).
cr.HK - Iori's classic sweep. It is not faster, but got some priority. It hits low, and has an extremely nice reach. Use this one to poke your opponent from far away. Can't be normal canceled.

Command Moves

Geshiki: Yumebiki

  • f+LP, LP - (First Attack) Very good attack. It has the f.HP's animation, but it is faster, and can be normal canceled. Normally, it is used after the cl.HP(Alone, without the followup), and mostly for punishing, or on crossup combos. (Second Attack) To make this move come out, you'll need to press LP before the first attack hits. If you use this move on the cl.HP example, it will whiff. I like to use this follow-up after a Light Attack(Like the cl.LK, or the cr.LK, two low-hitting moves). It can be canceled as well.

Geshiki: Goufu In "Shinigame"

  • f+LK - O.Iori's ground overhead move. It is better than the regular Iori's, because it has better startup, and does 2 hits on most standing opponents. It can't be normal canceled too.

Geshiki: Yuri Ori

  • b+LK (In the air only) - One of O.Iori's most important moves for doing combos. Why? Because it was made to crossup the opponent! After you jump forward, continue holding forward, and after you're above your opponent, press the LK button, hit him, and begin your combo. This move can be used during a dash as well(Can be hard with him, but you still can do it), which is very useful for running away.

Special Moves

108 Shiki: Yamibarai

  • QCF+P -

100 Shiki: Oniyaki

  • DP+P -

127 Shiki: Aoi Hana

  • QCB+P (x3) -

212 Shiki: Kototsuki In

  • HCB+K -

Kuzukaze

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

Super Moves

Kin 1211 Shiki: Yaotome

  • QCF, HCB+P -

Ura 108 Shiki: Ya Sakazuki

  • QCB, HCF+P (You can hold the button pressed to delay the attack) -


Exceed

???!

  • QCF, HCB+KK (While near from the opponent) -

The Basics

O. Iori's gameplan

Some Combos (Without MAXIMUM Mode)

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