Dream Cancel Forum
Other Fighting Games => Classic King of Fighters => King of Fighters 2k2/UM => Topic started by: nilcam on December 21, 2010, 10:20:41 PM
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Throws
Reverse Skinner - ;bk / ;fd + ;c
Double-reverse Skinner - ;bk / ;fd + ;d
Command Moves
Dream Blast - ;fd + ;a ;a
Thunder Axe Shadow Reaper - ;fd + ;b
Lily Breaker - in air, ;bk + ;b
Special Moves
Fireball - ;dp + ;a / ;c
* Super cancellable
Dark Thrust - ;qcf + ;a / ;c
* Ground fireball
Deadly Flower - ;qcb + ;a / ;c
* Can be used up to 3 times in a row
Dark Crescent Slice - ;hcb + ;b / ;d
* Command grab
Scum Gale - close, ;hcb, ;fd + ;a / ;c
Desperation Moves
Maiden Masher - ;qcf ;hcb + ;a / ;c
> Wolf Bloom - During Maiden masher, ;qcf x 4 + ;a ;c
Flame Comber - ;qcf x 2 + ;b / ;d
Super Desperation Move
Maiden Masher - ;qcf ;hcb + ;a ;c
HSDM
Flame Disentangle - ;qcb ;hcf + ;b ;d
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Tagged, any input from other Iori players is encouraged since everyone and their mother used the guy in O2k2.
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In Mexico he is still A Class, people need to know he can combo into command grab, he has better uses for his KOF 1999 qcfx2 k super in MAXmode than the Ranbu to corner MaxMode Super cancel, people do not use his st.a,st.bxxf+axxsuper high low mixup combo a lot (it is a combo, the st.a is a high, the st.b is a low then hitconfirm off f+a).
Also if people cannot master run in st.Cxxf+a to super or st.Cxxrekkas off a command grab, another way in Mexico I see is to just command grab and Far St.c to Super or rekkas.
Iori is a very solid backup in 2002 UM, High A Class for a certainty, good mixups, good damage, can be played a variety of ways.
Something else to tell people, his HSDM is unblockable, but it can be escaped you just have to see it coming.
Another note for others as in Mexico I see a extremely high amount of Ioris:
1. Close St. D is an anti air in the corner keeps them in the corner if they jump
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Lily Breaker is a very good cross up tool and can be used while back dashing to create large amount of distance between you and the opponent. Also, i don't recommend using wolf bloom because of the fact that it takes an extra stock making it require 2 for extra damage that does very little.
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Far st. A is +3 on block. It can bait out GCA but Iori has to block immediately afterward and the recovery from blocks takes awhile. This setup would be used to make the opponent waste stock.
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Can Iori double command grab in this game? Also, what is the use of his CPU pre-registered maxmode command combo?
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Can Iori double command grab in this game? Also, what is the use of his CPU pre-registered maxmode command combo?
I think its a mix up because his command grab throws the opponent too far for it to combo.
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Can Iori double command grab in this game?
Yeah but it's character specific
- hcb f+P, (run) cl.A ×N
Only against K', both Chris and O. Chris, and Angel
a few others
- cl.B, cl.C, qcf hcb+AC
Only against both Robert and (Ura/EX) Robert, Bao, Vanessa, Maxima, Chang, Choi, and Lin
-cl.B, f+A, qcf hcb+AC
Only against Nameless, all Kyo's, Benimaru, both Robert's, both Kensou's, Yuri, Ikari Team, both Shermie's, Foxy, Jhun, Shingo, King, Mai, and Goenitz
will edit more in later
Today's experiment is
- cl.C, (;db BC ;uf) jump, f+B crossup~
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Keys
(1) cl.C, hcb+K/ f+A, qcf hcb+P/ qcf hcb+AC
(2) Far C, qcb+Cx3/ qcf hcb+P
(3) cl.B, f+A~A, qcb+Px3/ qcf hcb+P
First combo
- (cross-up f+B), then use (1) or (3) or [cr.A, hcb f+P~] as enders, cr.A needs to be buffered during the command grab though ( ;fd ;df ;dn+ ;a ;db ;bk ;fd+ ;a / ;c)
- hcb f+P, then (1) or (2), dashing required
- cr.B, cr.A, then qcb+Ax3 or f+A~qcf hcb+P
Here's some more fancy one's
- cl.C/f+B/cr.B, (BC) [run] cl.C, hcb+K (1), (DC) dp+C (2), (DC) qcb+Cx2, (DC) hcb+K (1), (DC) qcb+Cx2 (2), (SC) qcfx2+D
- cl.C/f+B/cr.B, (BC) [run] cl.C, dp+C (2), (DC) hcb+K (1), (DC) dp+C (2), (DC) qcb+Cx2, (DC) dp+C (2), (SC) qcfx2+D
- cl.C/f+B/cr.B, (BC) [run] cl.C, hcb+K (1), (DC) dp+C (2), (DC) hcb+K (1), (DC) dp+C (2), (DC) qcb+Cx2, (SC) qcf hcb+AC
- cl.C/f+B/cr.B, (BC) [run] cl.C, dp+C (2), (DC) hcb+K (1), (DC) dp+C (2), (DC) qcb+Cx2, (DC) dp+C (2), (SC) qcf hcb+AC
- Far C/ Far D/ cl.B, f+A~A, (BC) qcb+C×2, (DC) hcb+K (1), (DC) dp+C (2), (DC) qcb+C×2, (SC) qcfx2+D or qcf hcb+AC
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Here is his master class vid:
KOF2002UM Master Class 026 - Iori (http://www.youtube.com/watch?v=CiAwKdQljqw#)
I'm starting to really like picking Iori in this game, I think hes fairly solid if you play him properly.
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I have been having trouble cancelling Iori's dp into his rekka while in max mode. Most of the time it cancels into maiden masher instead. Anyone have any tips on preventing this?
So far the best I have been able to do is dp. ;c, qcb. ;c, dp ;c, maiden masher + follow up. I should be able to get more cancels than that right?
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Honestly I use qcb + B instead of the rekkas because they are easier to dp into cancel. Have you tried that instead?
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I'll give that a shot. Although I would still like to know how to cancel the dp into rekka without doing maiden masher on accident. It has gone and pissed me off and I don't intend to leave it alone.
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Sometimes I just put the rekka to dp into super at the end of the combo since it likes to misfire sometimes, so that's another way you can try. Just do whatever is easy and practical for you. Don't focus on things that gives you headaches.
EDIT: Okay, I finished fooling around in practice mode, and yes that dp always misfires out of that qcb + C because I think the game thinks your doing a qcf with your dp and when you swing back to do the qcb back, it takes that input as a super cancel. So I would just keep it simple and just resort to maybe doing dp into hcb + B two or three times then finishing that off into whatever you feel.
Also, how do you plan to start your max mode combos?
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Late to the party, but yeah, desmond is right, is not worthy to try the rekkas, is better to cancel into hcb + b
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I'm the only one who thinks that is better to cancel hcb + b into his other dm rather than the maiden masher? I said that because for the same stock you deal 5% more of damage, without the need of a follow up
That dm is good for cancel just for damage, since masher offers more options to be cancelled
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Alright, here are some bad things about Iori in this game. His Fwd+A isn't special
cancellable which reduces his damage and from confirming into rekkas. His Cr.B is really
short, giving him a hard time poking low. His Hyper Hop b+B whiffs on crouchers with
small heights, such as HInako, Choi, Athena, And Iori himself. It also whiffs on Billy
for some odd reason,even though he is considered at medium crouching height. His Rekkas
don't connect when whiff punishing and attacking limbs, though he can fix most of this
problem with a conversion into super, which is tough.
Besides that however, Iori is still a mixup and pressure crazy monster like he is in
all games, and can easily harass the opponent's guard gauge with his HCB+K, taking off
more than 16% everytime it's blocked.
He can do a delayed Hyperhop C safejump off his rekkas and HCB+K, and bait out fast
reversals, such as Kyo's DP.
His Cl.B to Cl.C link is very easy to do in this game and makes up for lost damage from
FWD.+A being uncancellable.
His Jump B+b is still a godly crossup, and has a lot of hit and block stun, making it
great for hitconfirming and pressure.
His QFC,HCB+P super is great for going under fireballs and has a follow up super for the
cost of 1 more bar for extra damage.
Iori's close range game is one the best in the game. His Cl.B to Cl.C is your go to
frame trap, and also any meaty into his HCB,F+P command grab. His Cl.B and Cr.A gives
him some good advantage for run in low attack pressure. His QCB+A rekka is also good for
pressure, and can throw people off you delay each rekka.
His Far D is a good hop stuffer, and is also good for basic poking, and has pretty
decent speed. Far C is also a good poke and is your main go to normal for confirming
from a far into rekkas.
His Dp is also a good reversal and anti-air, and it's A version is hard to punish on
reaction, especially from afar. His Cr.C is also good, but has bad recovery on whiff.
Cl.C and Cl.D are also good anti-airs, especially for really close hop-ins.
www.youtube.com/watch?v=BMeajDHtqcI&list=FL0a0ekPGrrX3eZ1_nSuMfsA&index=2 (http://www.youtube.com/watch?v=BMeajDHtqcI#ws)
Cl.B--CL.C xx HCB+K - 30% (without CL.B, 27%)
Far C XX QCB+AX3 - 20%
Please give me credit for this, except the video.
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Iori's Hitboxes: https://drive.google.com/folderview?id=0B2WAxkcvfTKdM2ZHNldqby12RHc&usp=sharing (https://drive.google.com/folderview?id=0B2WAxkcvfTKdM2ZHNldqby12RHc&usp=sharing)
Please read this for more details: http://dreamcancel.com/forum/index.php?topic=425.msg73547#msg73547 (http://dreamcancel.com/forum/index.php?topic=425.msg73547#msg73547)
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What should I do after a ;fd+ ;b hits? Should I Maxmode run Cl. ;c or Max mode ;df ;dn ;fd + ;c?