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The King of Fighters 2002/Iori Yagami: Difference between revisions
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Latest revision as of 15:36, 4 April 2020
Movelist
Throws
Command Normals
1. Geshiki: Yumebiki - f+A, A
- swipes forward with his hand, which looks identical to his far C
- can be followed up by A, which does decent damage but will only connect from close range
- the A followup is cancellable into specials and DMs, f+A by itself is only cancellable to DMs
2. Geshiki: Goufu In "Shinigame" - f+B
- Iori does a very slow ax kick
- since it comes out so slow, it isn't of practical use. It can be punished on hit by a few moves unless cancelled out of
- overhead
- cancellable if cancelled into
3. Geshiki: Yuri Ori - b+B(air)
- Iori kicks behind himself
- Jumping behind is pretty much the only way to hit with this move, although some characters have large enough hitboxes that this move can hit from the front
- stuns longer than normal jump attacks, so it's very easy to combo into
- can be crouched under by most characters
Special Moves
1. 108 Shiki: Yami Barai - qcf+P
- Iori throws a ground projectile
- qcf+C travels alot faster than qcf+A, although both don't have good recovery
2. 127 Shiki: Aoihana - qcb+Px3
- Iori will do a punch, moving him forward. This can be done three times. For the third hit, Iori will jump into the air and hit them from above
- the followups can be delayed to confuse the opponent
- qcb+A comes out faster than qcb+C, although qcb+C covers more horizontal range
- the third hit is very punishable on block
- third hit is an overhead and hard knockdown
- free cancellable into
- free cancellable out of on the first and second hits
3. 212 Shiki: Kototsuki In - hcb+K
- Iori runs forward, faster than his running speed. If he connects, he will grab the opponent and blast them in the face
- hcb+B runs slightly more than half screen, while hcb+D will make him run full screen
- he recovers quickly if he whiffs but has horrible recovery time if the opponent blocks the attack
- hard knockdown
- does alot of guardcrush damage on the first hit
- free cancellable into
- free cancellable out of on the first hit
4. 100 Shiki: Oniyaki - dp+P
- a decent fast, vertical anti-air but lacks much invincibility
- free cancellable into
- dp+A free cancellable out of, dp+C free cancellable out of on the first and second hit
- dp+A is supercancellable, dp+C is supercancellable on the first and second hit while Iori is on the ground
5. Kuzukaze - hcb f+P
- a delayed command throw with some startup invincibility
- can be followed up by any combo, although running up to combo them before they recover requires some practice
DMs
1. Kin 1211 Shiki: Ya Otome - qcf hcb+P
- Iori dashes across the screen. If he connects, he does a combo on the opponent. Otherwise, he will do nothing and is very open to attack
- hard knockdown
- can be followed up by qcfx4+AC, which should be done the moment the explosion from the end of his qcf hcb+P begins
1a. Ura 316 Shiki: Saika - qcfx4+AC (after Ya Otome DM version only)
- the opponent is lifted into the air, where Iori hits them with an attack
- it is possible for this move to whiff if it was cancelled into a bit too late
- in the corner, it can hit opponents off the ground and still not whiff even if cancelled late
- hard knockdown
SDMs
1. Kin 1211 Shiki: Ya Otome - qcf hcb+AC
- Iori dashes forward full screen length. If he connects, he will do a series of attacks doing 50% damage to the opponent. Otherwise, he does nothing and is very open to attack
- hard knockdown
HSDMs
1. Ura 1219 Shiki: En'ou - qcb hcf b f+AC
- Iori jumps very quickly across the screen, grabbing the opponent
- unblockable
- Iori is invincible during the leap, and when he is recovering
Notes
- cancellable normals are close A, crouch A, close B, close C, far C, crouch C
- whiff cancellable normals are close A, crouch A, close B, far C, crouch C
- CD is cancellable into command moves, specials and DMs
- close B is a low attack