Introduction
http://i34.photobucket.com/albums/d141/Tails-kun/ioriflamehi.gif Origin Game: The King of Fighters '95
Iori Yagami is the heir to the Yagami clan, whose ancestors aided the Kusanagi clan in sealing the Orochi. However, eventually, they made a pact with the Orochi in exchange for more power (consequently, it also gave them shorter lives). Iori himself is the sworn rival of Kyo Kusanagi and is naturally able to wield purple flames. He has a short temper and has been known to attack his teammates when their team doesn't succeed. Because of his lineage, the blood of the Orochi flows through his veins and it was activated during the '97 tournament. When the Orochi blood is activated, Iori goes into a frenzied state (known as "Riot of Blood") and killed his teammates Vice and Mature in the process. He was tamed in time and aided Kyo in defeating Orochi, just as their clans had done in the past. Since the end of the Orochi Saga (KoF 95-97), Iori has been a mainstay of the King of Fighters series but has not played a significant role in the storyline. His Battle Coliseum entity is based on his King of Fighters 2003 character.
Moves List
Normal Moves
Special Normals
Ge Shiki-Yumebiki: F+LP, LP - Iori leans forward with a front-handed slash (very similar to his standing HP) then lunges forward with a front-handed backfist for a second hit.
Ge Shiki-Goufu In "Shinigame": F+LK - Iori takes one step forward and does a snapping axe kick with his front leg for an overhead strike.
Ge Shiki-Yuri Ori: while jumping, B+LK - Iori throws his back leg out and does a reverse jumping kick (when used for a cross-up, don't press back but rather, hold forward after you pass your opponent's head). This move can also be done during a back dash in which it increases Iori's backwards leap.
Special Moves
108 Shiki-Yami Barai: QCF+P - Iori throws his back hand forward and launches a purple, ground-based fire spark. The punch used determines how fast the attack travels (HP throws a faster spark).
100 Shiki-Oniyaki: F, D, DF+P - Iori swings his arms upward as he spins into the air surrounded by a purple flame wave. The punch used determines how high it goes and how many hits are dealt (HP rises higher and does 3 hits).
127 Shiki-Aoi Hana: QCB+P (repeat 3 times) - Iori dashes forward with a rear uppercut, followed by a front uppercut, and finishes with a double-overhead leaping smash. The punch used determines how far Iori dashes and you can use either punch for the next chain (so if you use HP on the first chain, you can use LP to create the 2nd chain). HP versions will travel farther than LP versions.
212 Shiki-Kototsuki In: HCB+K - Iori runs at his opponent. If he connects with them, he'll grab their body and press it to the ground, following it with a purple flame explosion. The kick used determines how far Iori runs before stopping (HK travels farther).
Kuzukaze: HCB, F+P (must be close) - A command throw. Iori grabs his opponent and switches sides with them, leaving them briefly disoriented (and in prime position for the Aoi Hana or Ya Otome). Both punches have the same effect.
Super Attacks
Kin 1211 Shiki-Ya Otome: QCB, HCF+P - Iori crosses his arms above his head then charges at his opponent with a very low dash that can go under projectiles. The move will cover the entire length of the screen. If he connects, he'll initiate a series of slashes that end with a purple explosion. Does 8 hits and costs 1 super bar level.
Ura 108 Shiki-Ya Sakazuki: QCF, HCB+P (hold) - Iori stands straight up and holds a purple flame in his back hand. When punch is released (since this move can be charged), Iori will thrust the flame forward. When it hits the ground, 8 columns of flame will make their way across the screen. If any of them connects with his opponent, they will be stunned in purple flames. You can either break this stun with a move or let it run its course (as they stay stunned, they will take damage). Requires one super bar level.
Chi no Busou: QCF, HCB+K- Iori will leap into the air with his hand extended downwards. If he lands on his opponent, the screen will turn black and Iori will slash his opponent through a red veil. The move is unblockable but cannot hit airborne opponents. Depending on what kick you use, the move will travel more vertical or horizontal (HK is the horizontal version where Iori leaps about 80% across the arena). Does 4 hits and requires 1 super bar level.