NormalsClose* cl.
/
/
/
are cancel-able.
* cl.
hits low.
Standing* Stand
/
/
/
is cancel-able.
Crouching*
/
/
are cancel-able/whiff cancel-able.
*
/
are chain-able and his best low ground pokes.
*
is a moderately good anti-air if
+
/
doesn’t suit your style. Iori can still cancel this move even if it hits an airborne opponent.
*
has bad recovery, so only use it when it’s guaranteed.
Jumping*
is a great move to use in combos. It’s not as great as it is in KoF games, primarily due to the lack of a short hop to
pressure, but it still has its uses.
*
can be used to counter some aerial moves if timed right.
(more to be updated)
Guard Cancel Tag AttackPressing the
button while blocking will allow Iori to do counter with a headbutt attack similar to his CD attack from KoF, and he will then tag out.
ThrowSakahagi:
/
+ CD
*Can be broken. Regular knockdown.
Command MovesGe Shiki Goufu In Shinigami:
+
* Iori does an overhead kick. This move comes out kind of slow, but can still be used in mixups.
Ge Shiki Yuri Ori: in the air
+
* Iori does a backward kick. This is also an excellent crossup tool that will help with combos, or if desired, a throw attempt.
Ge Shiki Yumebiki:
+
,
* Iori does a punch to backhand combination. This counts for two hits, and can be canceled into a special or super move.
Special Moves Oniyaki:
+
/
* Iori does an uppercut attack similar to Kyo’s
+
/
. The button strength determines the height of the uppercut, as well as the number of hits. The
version has high priority. The
version can be canceled to a super.
Yamai Barai:
+
/
* Iori throws a projectile that runs to the ground. The button strength determines the speed of the projectile. This move can hit opponents that hit the ground depending on the move they got hit with that made them grounded.
Koto Tsuki In:
+
/
* Iori does a crouching run to a single-hand takedown. If Iori is not in range, it simply turns into a run without the takedown.
Aoi Hana:
+
/
(up to 3 times)
* Iori does a small slide forwards while doing an uppercut on the first hit. The second hit is the same, but slightly launches the opponent. The third hit is a small hop with an overhead hammer strike with both hands together. The third hit causes knockdown, and can be followed up with
+
/
. On block, this move is not good at all, but can be used as mixups (although risky) if delayed. Each part of this 3 part move can be delayed slightly. The button strength determines the distance traveled, which gives a slight delay in the moves done with
.
Scum Gale:
,
+
/
* Iori grabs the opponent, and shifts them to the other side of the screen. This move has a whiff animation. Scum Gale can also be used in combos, but the combo counter doesn’t necessarily consider it part of a combo.
Desperation MovesMaiden Masher:
,
+
/
* Iori quick dashes towards the opponent and does a series of strikes to the opponent, and follows it with an explosive one hand takedown.
Eight Wine Cups:
,
+
/
* Iori throws out a super projectile that rides the ground, while shooting bursts upward. If it connects, the opponent is stunned for a few seconds, allowing a combo attempt. This move can be charged, thus adding a bit of a mind game to this move.
Chi no Bousou:
+
/
* Iori does a flips forward with hand in the air moving in an arc towards the ground. If the move connects, Iori grabs the opponent and does a series of slices each time the screen flashes from black to red, doing damage to the opponent. This move has some uses, but it can't be used in a combo. It has mixup and setup potential.
A/D AssaultFinal Showdown:
+
(When partner is Kyo and within 10 counts after Chi no Bousou [
+
/
])
* Iori does an spinning jump towards the opponent, while swinging his hand from the air towards the opponent's head. He grabs the opponent, raising him and releasing Orochi energy. Kyo jumps in and does a super charged punch for the finish.
Strats and combos can be found here:
http://dreamcancel.com/wiki/index.php?title=Iori_Yagami_(NGBC)