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Iori Yagami (Claws) (Arcade Version)

Started by nilcam, October 27, 2010, 05:00:03 PM

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nilcam



Notation

;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible


Throws

;bk / ;fd + ;c / ;d = Sakahagi
A simple grab then scratch, pretty normal
- Can be broken
- Hit Detection: Close
- Damage: 100


Command Normals

;fd + ;a , ;a = Yumebiki
Double claw attack, he does one hit but if you input the same motion again he'll do another claw attack
- Cancel-able
- Hit Detection: High
- Damage: 30+45

;bk + ;b in air = Yuri Ori
An overhead kick attack, when timed right it crosses up on the opponent leaving them completely helpless
- Hit Detection: High
- Damage: 55

;df + ;c = Kui
An overhead haymaker, hits mid on standing opponents but it's an overhead on crouching opponents
- Cancellable
- Hit Detection: Mid/High
- Damage: 70


Special Attacks

;dp + ;a / ;c = Nueuchi *
An upward claw attack that extends from his hand, the weak version does one hit while the strong version does two, juggles opponents when used as an AA, drive/super cancellable as soon as the hit registers

- EX - Does more hits, faster start-up, and has complete invincibility making it extremely good to punish special attacks to DM's
- Drive/Super Cancel-able
- Hit Detection: High
- Damage: 60/75/65x3

;qcb + ;a / ;c = Shogetsu *
A double claw attack that juggles the opponent, weak version does one hit, the strong version does two hits, both version can be drive/super canceled on hit
- EX has invincibility at start-up and knocks the opponent into the air slightly, does two hits
- Drive/Super Cancel-able
- Hit Detection: High
- Damage: 25+40/40x2/60+80

;qcb + ;b / ;d = Akegarasu *
Forward claw slash attack, chips guard very well, weak version goes 1/3 screen while the strong version goes 3/4's of the screen
- EX - Invincibility at start-up and does an extra hit
- Drive/Super Cancellable
- Hit Detection: High
- Damage: 60/70x2

;hcf + ;a /;c close = Tsuchitsubaki *
A command grab to slam, when the opponents hits the ground they bounce into the air (switching sides) for a possible combo follow-up
- EX launches the opponent very high into the air, long enough to combo afterward
- Hit Detection: Close
- Damage: 50


Desperation Moves

;qcf ;hcb + ;a / ;c = Maiden Masher *
Iori dashes across the screen and if he hits the opponent he does a long combo that mainly consists of scratches and it ends with one big slash, max cancel-able on the last hit
- EX is more invincible/faster start-up and does more hits
- Max Cancellable
- Hit Detection: High
- Damage: 0+8x12+12x5+120/0+10x3+16x8+150


Neomax

;qcf x 2+ ;b + ;d = Yatagarasu
Iori drags his hand on the ground then proceeds to do a very large claw slash to his opponent with a bloody, shadowy background, if it doesn't connect the range is still very horizontal and vertical but it does less damage depending on the distance between him and the opponent
- Hit Detection: High
- Damage: 80+80x5


Iori's Wiki entry.

Console changes:
* Geshiki Kui (df + C) has a larger hitbox than before. Easier to attack opponent from his command throw.
* Fierce Shogetsu (qcb+P) moves more forward. It combos in most situations after close C> Yumebiki(forward + A A).
* Yaotome (including EX) can’t be saferolled after it hits.
* EX Shogetsu’s invinciblity has been taken out. However, he’s still invincible on his legs.
- Fierce Akegarasu (qcb+K) has shorter recovery when blocked. Can’t be punished with normal moves.

Producer Yamamoto says:
With Fierce Shogetsu’s longer reach and Fierce Akegarasu’s shorter recovery, it’s easier to do strings and combos. His Yaotome can’t be saferolled so attacking on wakeups may become important. With his EX Akegarasu’s projectile invincibility and EX Yaotome’s long invincibility, we’ve designed him to be playable in a different style from Flame Iori. Enjoy this Claw Iori that’s a bit different from the arcade version.

Kane317

#1
Normals


Standing

st. ;a  - A punch aimed at the stomach, simple poke and it's pretty fast but still nothing fancy
- Chainable
- Hit Detection: High
- Damage: 30

st. ;b - A kick aimed at the mid section, good reach
- Chainable
- Hit Detection: High
- Damage: 30

st. ;c - Scratching attack, goes a good distance
- Cancellable
- Hit Detection: High
- Damage: 80

st. ;d - High kick, good range, can be used to punish whiffed moves
- Hit Detection: High
- Damage: 80

cl. ;a - Same as the far version except he's using his other hand now,
- Chain/Cancellable
- Hit Detection: High
- Damage: 25

cl. ;b - Low kick, goes kinda far so use it to poke and possibly start combos
- Cancellable
- Hit Detection: Low
- Damage: 30

cl. ;c - Upward claw attack, this will be your main combo starter
- Cancellable
- Hit Detection: High
- Damage: 70

cl. ;d - High kick, go vertical reach so it can be used to stuff jump-ins
- Hit Detection: High
- Damage: 70


Crouching

cr. ;a - It's the same as his st. A except during a crouch
- Chain/Cancellable
- Hit Detection: High
- Damage: 25

cr. ;b  - A quick crouching kick, nice reach, use it to chain lights into combos
- Chainable
- Hit Detection: Low
- Damage: 30

cr. ;c  - Another upward claw attack, good vertical reach
- Cancellable
- Hit Detection: High
- Damage: 70

cr. ;d  - Crouching sweep, knocks standing opponents down when hit, really good reach but bad recovery
- Hit Detection: Low
- Damage: 80


Jumping

j. ;a  - jump light punch, just a quick hit in the air nothing much else
- Hit Detection: Mid
- Damage: 45(40)

j. ;b  - jump light kick, has good horizontal reach
- Hit Detection: Mid
- Damage: 45(40)

j. ;c  - Heavy punch in the air, short reach but good hitstun
- Hit Detection: Mid
- Damage: 72(70)

j. ;d  - Good range, good for jump-ins
- Hit Detection: Mid
- Damage: 70(68)


Blowback Attack

st. ;c ;d  - A quick shoulder tackle, okay reach
- Whiff/Cancellable
- Hit Detection: High
- Damage: 75

j.  ;c ;d   - Jump to two handed attack, knocks back opponents when done air to air
- Hit Detection: High
- Damage: 90(80)

GC ;c ;d  : Guard Cancel Blowback Attack
- Hit Detection: High
- Damage: 10

Kane317

#2
Gameplay Notes

Kane317

#3
Combos

Combo notation

(HD) - Activate Hyperdrive
(HDC) - Hyperdrive Cance
(DC) - Drive Cancel
(SC) - Super Cancel
(MC) - MAX Cancel
DMG - Damage

- st. C, f+A (1), dp+C, qcb+A, qcf hcb+P/EX
- st. C, f+A (1), dp+C, qcb+AC, qcb+A, qcf hcb+AC
- cr. B, cr. A, f+A (1), qcb+B
- st. C, df+C, qcb+C, qcf hcb+P
- hcf+P, (dash forward) dp+C, qcf hcb+P

Drive/HD Combos

- cr. B, cr. A, f+A (1), qcb+B, [DC] hcf+P, (dash forward) dp+C, qcf hcb+P
- st. C, f+A (1), qcb+B, [DC] hcf+P, (dash forward) dp+C, qcf hcb+P
- JC, st. C, df+C, [HD] st. C, df+C, dp+A, (HDC) qcb+B, (HDC) dp+C, qcb+B, (HDC) dp+C, qcb+B, qcf hcb+AC, [MC] qcfx2+BD
- JC, st. C, df+C, [HD] st. C, df+C, dp+A, [HDC] qcb+A, [HDC] dp+C, (qcb+A, [HDC] dp+C)x3, qcb+A, qcfx2+BD

Corner

- (command grab to corner) hcf+P, dp+C, qcb+B, qcb+A, qcf hcb+P
- st. C, df+C, [HD] st. C, df+C, dp+A, [HDC] qcb+B, [HDC] dp+C, (qcb+B, [HDC] dp+C)x4, qcb+B, qcb+A, qcf hcb+P
- cr. B, cr. A, f+A, [HD] st. C, df+C, dp+A, [HDC] qcb+B, [HDC] dp+C, (qcb+B, [HDC] dp+C)x4, qcb+B, qcb+A, qcf hcb+P
- df+C, [HD] st. C, df+C, dp+A, [HDC] qcb+B, [HDC] dp+C, (qcb+B, [HDC] dp+C)x4, qcb+B, qcb+A, qcf hcb+P
- st. C, df+C, [HD] st. C, df+C, dp+A, [HDC] qcb+B, [HDC] dp+C, (qcb+B, [HDC] dp+C)x2, qcb+B, qcf hcb+P, [MC] qcf2x+BD
- cr. B, cr. A, f+A, [HD] st. C, df+C, dp+A, [HDC] qcb+B, [HDC] dp+C, (qcb+B, [HDC] dp+C)x2, qcb+B, qcf hcb+P, [MC] qcf2x+BD
- df+C, [HD] st. C, df+C, dp+A, [HDC] qcb+B, [HDC] dp+C, (qcb+B, [HDC] dp+C)x2, qcb+B, qcf hcb+P, [MC] qcf2x+BD

4 stock 100%
(near corner) j.C, s.C, df.C, HD, s.C, df.C, dp+A, [HDC] qcb B, [HDC] dp+C, (qcb B, [HDC] dp+C) x2, qcb B, DM, [MC] NM
2m21sec 1013dmg and 996 with a air.b+B crossup starter.

Ash

Here's a great combo that I'll start uses as BnB, although it costs 1 power gauge, the whole combo charges up 1 power gauge thereby only costing 1 drive bar and best of all 50% damage!

1 power gauge - 50% drive gauge - damage 50%~
(corner) j.C -> s.C -> df+C -> qcb+AC -> qcb+A -> (slight delay) dp+A -> DC qcb+B -> qcb+A -> dp+A

Kane317

#5
Quote from: Ash on November 10, 2010, 10:44:21 AM
Here's a great combo that I'll start uses as BnB, although it costs 1 power gauge, the whole combo charges up 1 power gauge thereby only costing 1 drive bar and best of all 50% damage!

1 power gauge - 50% drive gauge - damage 50%~
(corner) j.C -> s.C -> df+C -> qcb+AC -> qcb+A -> (slight delay) dp+A -> DC qcb+B -> qcb+A -> dp+A

Hey, remember that discussion we had about Shen vs Iori?  Well Shen can't do that lol =)  Another reason why the Japanese ranks him so high up, didn't think that would do 50%.  You could probably replace the last dp+A with a s.A for a nice reset mixup like XII...why am I giving you ideas ugh.

EDIT OT: Nevermind Shen can, but I doubt it builds a full meter.

Ash

Yeah he can fist you in the air repeatedly hahah, for Shen it might build a meter? Can't you do something like j.D -> s.C -> f+B -> qcf+BD -> qcf+D -> qcf+D -> qcf+A -> DC qcf+D -> qcf+D -> s.A or something? If that's doesn't build a meter, it'd be damn close

Kane317

Quote from: Ash on November 10, 2010, 08:27:28 PM
Yeah he can fist you in the air repeatedly hahah,

Urm, public forum.  You're on a time out, goto the corner and face the wall hehe.

Quote from: Ash on November 10, 2010, 08:27:28 PM
for Shen it might build a meter? Can't you do something like j.D -> s.C -> f+B -> qcf+BD -> qcf+D -> qcf+D -> qcf+A -> DC qcf+D -> qcf+D -> s.A or something? If that's doesn't build a meter, it'd be damn close

^ Can't do the qcf+A in time.  He does have: (non-corner) j.D, s.C, f.B, qcf+BD, qcf D,  qcb A.qcf A, [DC] qcf C, qcf A, d.C.  I'll check how much meter it builds later today.

Ash

I really stress that these two combos be used as his BnB. besides the beginning of the first round at most times you should have at least either 1 power gauge and 50% drive gauge. These combos generate around 1 power stock itself, so if you start with 1, you'll end up with around 1 and some drive gauge built back. Also on average they do around 40-68% damage depending on which combo and if you end with super or EX super.

(corner)
j.C, s.C, df+C -> qcb+AC, qcb+A, dp+A -> (DC) qcb+K, qcb+A, dp+A or super

(Iori in corner)
j.C, s.C, df+C -> qcb+B -> (DC) hcf+AC, dp+C, qcb+B, qcb+A, dp+A or super
hcf+AC, dp+C, qcb+B, qcb+A, dp+A -> (DC) qcb+K, qcb+A, dp+A or super

Note that the last combo starts with the command throw with Iori in the corner. The reason for it being written that way is that you can punish some moves (i.e. Kula between her qcb+K and followup) or do hcf+AC or do it on wakeup.

Some times I use it when someone does a slightly early jump attack, and there's a gap between that and their ground attack.

krazykone123

Quote from: Ash on December 01, 2010, 03:05:13 AM
I really stress that these two combos be used as his BnB. besides the beginning of the first round at most times you should have at least either 1 power gauge and 50% drive gauge. These combos generate around 1 power stock itself, so if you start with 1, you'll end up with around 1 and some drive gauge built back. Also on average they do around 40-68% damage depending on which combo and if you end with super or EX super.

(corner)
j.C, s.C, df+C -> qcb+AC, qcb+A, dp+A -> (DC) qcb+K, qcb+A, dp+A or super

(Iori in corner)
j.C, s.C, df+C -> qcb+B -> (DC) hcf+AC, dp+C, qcb+B, qcb+A, dp+A or super
hcf+AC, dp+C, qcb+B, qcb+A, dp+A -> (DC) qcb+K, qcb+A, dp+A or super

Note that the last combo starts with the command throw with Iori in the corner. The reason for it being written that way is that you can punish some moves (i.e. Kula between her qcb+K and followup) or do hcf+AC or do it on wakeup.

Some times I use it when someone does a slightly early jump attack, and there's a gap between that and their ground attack.

If you want to add or edit any info to the wiki page you can go ahead, I mean you played the game.

Ash

Quote from: krazykone123 on December 01, 2010, 03:09:11 AM
Quote from: Ash on December 01, 2010, 03:05:13 AM
I really stress that these two combos be used as his BnB. besides the beginning of the first round at most times you should have at least either 1 power gauge and 50% drive gauge. These combos generate around 1 power stock itself, so if you start with 1, you'll end up with around 1 and some drive gauge built back. Also on average they do around 40-68% damage depending on which combo and if you end with super or EX super.

(corner)
j.C, s.C, df+C -> qcb+AC, qcb+A, dp+A -> (DC) qcb+K, qcb+A, dp+A or super

(Iori in corner)
j.C, s.C, df+C -> qcb+B -> (DC) hcf+AC, dp+C, qcb+B, qcb+A, dp+A or super
hcf+AC, dp+C, qcb+B, qcb+A, dp+A -> (DC) qcb+K, qcb+A, dp+A or super

Note that the last combo starts with the command throw with Iori in the corner. The reason for it being written that way is that you can punish some moves (i.e. Kula between her qcb+K and followup) or do hcf+AC or do it on wakeup.

Some times I use it when someone does a slightly early jump attack, and there's a gap between that and their ground attack.

If you want to add or edit any info to the wiki page you can go ahead, I mean you played the game.

Oh yeah nilcam gave me access to it, forgot I should edit that as well =P

Kane317

#11
Duc showed me why the Japanese rank Iori so high in the tier list.  The Shen vs Iori debate comes to an end since Iori has a better command grab (range, especially the Ex one which is much farther than Shen's one) and Iori has better combos that can be started off by several of moves -- as long as he has drive he can do some crazy juggles (Shen needs stocks).  It is Iori we're talking about, so didn't expect anything less from SNK though.

MUSOLINI

anybody wanna tell me what ioris juggle follow ups are after command grab, non corner? i think ive seen something like dp+A or C, qcb+B or D, qcb+A or C.
In the end, there can only be XIII.

http://www.youtube.com/watch?v=1p0XsEizwHA

Still mo sweet Chariots, keep on swingin'!

Ash

If it's normal command throw it's just dp+C or qcb+B, both can be follow-upped by a super.

If it's EX command throw it's dp+C, qcb B or dash qcb+C, dp+A. The second part can be replaced by super.

You can also do a mix up from either one by just doing hyper hop j.C and when you land start a hcf+P again, it will grab as soon as they land unless punished/jumped. Usually the normal hcf+P has some start up, but in this way, part of the startup is done as the opponent is about to land.

MUSOLINI

is his non ex command throw easy to hit in combos, like from lights, from hard attack and from command normals? im guerssing jump in, light attack, command throw should easily be possible.
In the end, there can only be XIII.

http://www.youtube.com/watch?v=1p0XsEizwHA

Still mo sweet Chariots, keep on swingin'!