Iori Yagami (KOF XII)

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Revision as of 17:47, 18 August 2009 by Jason C. (talk | contribs) (→‎Combos)

Introduction

Gameplay Overview

Normal Moves

A -

B -

D -

B -

C -

D -

f+D -

CD -

Crouching A -

Crouching B -

Crouching C -

Crouching D -

Jumping A -

Jumping B -

Jumping C -

Jumping D -

Jumping CD -

Command Normals

f+A -

f+A~A -

Special Moves

Desperation Moves

Combos

Notes - Iori has a lot of combos, so I'll just list some examples here. Number of light hits and moves used will vary by range, so just learn what combos from what and go from there. From lights (A or cr.A), you can combo into f+A, f+A~A, qcb+A, dp+A, and qcf,qcb+A. Qcb+C, qcb+K, and hcf+C require heavy attacks (C, D, f+A and f+A~A). Don't use D for combos, though, as it has very short range. His best combos involve his command throw, which I'll get into last. Also, his dp+C is used in some specific combos because of the range/recovery, but as an ender dp+A is better because it does more damage.

cr.B,[st.A or cr.A],f+A xx qcb+C, dp+A - 181 damage, meterless max damage from a low midscreen

cr.b,[A or cr.A],f+A~A xx [dp+A or qcb+K or qcf,qcb+P] - 161 or 165 or 304 damage, with super this is max damage from a low midscreen

C,CD xx [qcb+K or qcf,qcb+P] - 164 or 323 damage (193 or 352 with delayed CD)

From long range:

cr.B xN,cr.A xx [dp+A or qcf,qcb+P] - 107 or 264 damage (with 1 cr.B) - Max damage if you land a cr.B,cr.A from absolute max range, dp+A or super are the only things that will combo.

cr.A,f+A xx [dp+A or qcb+K or qcf,qcb+P] - 102 or 106 or 259 damage - From a little closer you can combo f+A into this stuff. qcb+K does more damage than dp+A but does not knock down (can be a good thing).

Corner only:

[lots of things] xx qcb+C, C - 213 damage

C,CD xx qcb+C, qcb+A, dp+A - 268 damage (delayed CD not possible)

C,CD xx qcb+C, qcf,qcb+P - 365 damage (394 with delayed CD)

Normal Combos

Critical Counter Combos

Additional Critical Counter Combos