- A version lacks full Invulnerability to be a reversal, but still can be a good as a occasional anti-air
- C version is a good DP that can be used as a Reversal.
-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
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{| style="margin-right:1em;" align=" | {{CharNavbox 98FE}} | ||
{| style="margin-right:1em;" align="left" | |||
| __TOC__ | | __TOC__ | ||
|} | |} | ||
[[File: | <section begin="image"/>[[File:Iori 98umfe profile.png|right|thumb|x600px]]<section end="image"/> | ||
<br clear=all> | <br clear=all> | ||
== Introduction == | == Introduction == | ||
{{StrengthsAndWeaknesses | |||
|ext=png | |||
| description =Iori is a highly versatile character that can do just about anything, but leans towards rushdown and mixups due to his great access to hard knockdowns. At further ranges, he has a fireball and a good poke as his main tools, but Iori really starts to shine when he lands a hit into his hard knockdown rekka. | |||
He has plenty of mixup options, like a good crossup, a command grab he can combo out of, good low confirms, and an overhead. Most of these options will allow him to combo into rekka again and repeat the situation. | |||
On defense, he has access to a great DP for reversals and anti-airs, and a good DM that can low-profile and anti-air well. Iori's main weakness is that he lacks certain kinds of ground moves, so his grounded poking game can feel a bit lacking. Notably, his sweep, while a great whiff punisher, is unsafe on block, and his standing B isn't the long and fast mid poke that some other characters have.}} | |||
== | ==Movelist== | ||
[[File:Kof98umfeiorimovelist.png]] | |||
== Changes from Previous Versions == | |||
''' | '''98 to 98UM''' | ||
Normals: | |||
* 2A hurtbox is taller | |||
* 2B hurtbox is taller, so some projectiles can no longer be low-profiled | |||
Specials: | |||
* | * 623C now hits consistently, even against airborne opponents | ||
<ul><li>The time that the hurtbox for {{Hover|214P|214P}} becomes lower is reduced by 3 frames</li> | |||
<li>{{Hover|632146P|632146P}} startup is 3 frames faster, but invincibility frames are reduced</li></ul> | |||
Supers: | |||
<ul><li>{{Hover|2363214P|2363214P}} is no longer a hard knockdown</li> | |||
<li>{{Hover|2141236P|2141236P}} changed: now deals damage at once when it hits, but none when the opponent is stunned; also reduced stunned time</li></ul> | |||
'''98UM to 98UMFE''' | |||
* Extra mode step dash distance moved is longer | |||
Specials: | |||
<ul><li>{{Hover|632146P|632146P}} has more recovery after the throw, so it's harder to connect attacks afterwards</li></ul> | |||
''' | ==Normals== | ||
===Close Standing Normals=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_cla | |||
| description = *Mostly just useful as light combo filler. Chainable and cancelable. | |||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_clb | |||
| description = *Has short activation range. Standing low. Cancelable. | |||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_clc | |||
| description = *Iori's main heavy combo button. Hits higher up, so it can catch close-range jump-outs. Cancelable. | |||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_cld | |||
| description = *Hits high up so can catch jumpouts, but it is not cancelable so it's not as good as cl.C. | |||
| phases = | |||
}} | |||
===Far Standing Normals=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_sta | |||
| description = *Hits too low to stop hops well. Great short-ranged button, as it gives Iori a bit of frame advantage and has a nice hitbox. Chainable. | |||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_stb | |||
| description = <ul><li>Short to mid-range poke with some decent priority. Has longer range than {{Hover|st.A|A}}.</li></ul> | |||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_stc | |||
| description = *Nice longer-range poke, since it's cancelable on hit, block, and whiff. Has nice priority. | |||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_std | |||
| description = *Good longer-range poke. His best normal for stopping hops. | |||
| phases = | |||
}} | |||
===Crouch Normals=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_cra | |||
| description = *Good for combos or blockstrings. Chainable and cancelable. | |||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_crb | |||
| description = *Standard low move for low combos or blockstrings. Has limited low-profile properties. Chainable. | |||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_crc | |||
| description = *Not great at anti-airing. Has some forwards priority, so it could be a decent closer-range poke. Cancelable on hit, block, and whiff. | |||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_crd | |||
| description = *Has long range but terrible recovery. | |||
| phases = | |||
}} | |||
===Jump Normals=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_ja | |||
| description = *Has a lot of active frames. Can be used as an air-to-air or jump-in. | |||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_jb | |||
| description = *Fast air-to-air with good range. | |||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_jc | |||
| description = *Jump-in button that can crossup, but landing it is hard. Has quite a lot of startup, so it needs to be done early or it will whiff. Due to this, it can be used as a good jump-in fake by doing it late. | |||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_jd | |||
| description = *Good air-to-air that can also hit grounded opponents. | |||
| phases = | |||
}} | |||
===Blowback Normals=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_stcd | |||
| description = *Has good priority and fairly fast startup speed for a {{Hover|st.CD|CD}}, so it makes for a decent poke. Cancelable on hit, block, and whiff. | |||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_jcd | |||
| description = *Has good priority forwards, so can be a good air-to-air. | |||
| phases = | |||
}} | |||
==Throws== | |||
===Reverse Skinner=== | |||
'''Reverse Skinner:''' <code>{{Hover|4/6C|4/6C}} (close)</code> | |||
* | * Regular throw, techable. Iori claws at the opponent, sending them flying almost fullscreen forwards with a soft knockdown. | ||
===Double-reverse Skinner=== | |||
'''Double-reverse Skinner:''' <code>{{Hover|4/6D|4/6D}} (close)</code> | |||
* Regular throw, techable. Iori sneaks behind the opponent and then claws at them, sending them flying almost fullscreen to the other side with a soft knockdown. | |||
'' | ==Command Normals== | ||
===Dream Blast=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_f+a, iori_f+a>a | |||
| description = *Iori does a strike forwards. | |||
*Can combo from lights and heavies. | |||
*Therefore, it's best to just use the first hit and skip the second one. | |||
*Both hits cancelable both raw and when cancelled into. | |||
*Key to Iori's combos. | |||
| description2 = <ul><li>This will whiff if there was too much pushback before the first hit; it will, for example, whiff after a cl.C, {{Hover|f+A or cr.B, cr.A, f+A|6A or 2B, 2A, 6A}}.</ul></li> | |||
}} | |||
===Thunder Axe Shadow Reaper=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_rawf+b,iori_cancelf+b | |||
| description2 = *A slow overhead. | |||
*Loses the overhead property if cancelled into. | |||
*If you cancel into it, you can cancel into Special Moves/DMs. | |||
| phases = | |||
}} | |||
===Lily Breaker=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_jb+b | |||
| description = *A very good crossup kick that can be combo-ed into. | |||
*Will whiff on short crouchers. | |||
| phases = | |||
}} | |||
==Special Moves== | |||
===Fire Ball=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_qcf+a, iori_qcf+c | |||
| input = 236A/C | |||
| input2 = 236A/C | |||
| description2 = *A ground-travelling projectile. | |||
*A version travels slowly, while C version travels much faster. | |||
*Combos from lights and heavies. | |||
*Can be hopped over. | |||
*Good for projectile wars, or to use as a longer-ranged poke. | |||
*Can be made unblockable with his command grab thanks to the unblockable projectile bug. | |||
| phases = | |||
}} | |||
''' | ===Dark Thrust=== | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_dp+a, iori_dp+c | |||
| input = 623A/C | |||
| input2 = 623A/C | |||
|image=iori_dpA1_umfe.png | |||
|image2=iori_dpA2_umfe.png | |||
|image3=iori_dpA3_umfe.png | |||
| description2 = | |||
*A version lacks full Invulnerability to be a reversal, but still can be a good as a occasional anti-air | |||
*C version is a good DP that can be used as a Reversal. | |||
| phases2 = | |||
<center>'''dp+A'''</center> | |||
<gallery mode=packed-hover heights=118px> | |||
File:iori_dpA1_umfe.png|'''1st hit''' | |||
File:iori_dpA2_umfe.png|'''2nd hit''' | |||
File:iori_dpA3_umfe.png|'''3rd hit''' | |||
</gallery> | |||
<center>'''dp+C'''</center> | |||
<gallery mode=packed-hover heights=118px> | |||
File:iori_dpC1_umfe.png|'''1st hit''' | |||
File:iori_dpC2_umfe.png|'''2nd hit''' | |||
File:iori_dpC3_umfe.png|'''3rd hit''' | |||
</gallery> | |||
}} | |||
== | ===Deadly Flower=== | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_qcb+a,iori_qcb+a>qcb+p,iori_qcb+a>qcb+p>qcb+p,iori_qcb+c,iori_qcb+c>qcb+p,iori_qcb+c>qcb+p>qcb+p | |||
| input = (214A/C)x1~3 | |||
| input2 = (214A/C)x1~3 | |||
| description6 = *The first two hits are mids, and the third one hits overhead. | |||
*Iori's main combo special. The light version combos from lights and the heavy version from heavies. | |||
*Causes hard knockdown and gives Iori plenty of time to set up whatever offense he wants afterwards. | |||
*All 3 hits of both the A and C Rekka are Negative and unsafe on block point-blank. At further ranges, they are still unsafe, but the opponent will need a fairly fast long-range move to punish. | |||
*The A Rekkas knock the enemy back a bit on hit. | |||
*The full C rekkas make them land right next to Iori with a hard knockdown, setting up a few wakeup options. | |||
}} | |||
' | ===Slash Talon Comb=== | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_dp+b,iori_dp+d | |||
| input = 623B/D | |||
| input2 = 623B/D | |||
| description2 = *Iori does a leap forwards and hits with his flames. | |||
*B version travels a shorter distance than D version. | |||
*B version can be cancelled into his qcb+P on contact whereas D version is cancellable into any special move. | |||
<ul><li>Unsafe on block, and since his qcb+P is also not safe on block there's no real way to reduce risk. However {{Hover|dp+D, qcf+A|623D, 236A}} is a fairly safe option.</ul></li> | |||
*Can go over some lows. | |||
*Has a little bit of startup invincibility. | |||
<ul><li>Main use is for baiting guard cancel CD. Just cancel your normal into {{Hover|dp+D and go into qcf+A|623D and go into 236A}} if there is no Guard Cancel. If there is a Guard Cancel you can react and either cancel into Maiden Masher or Rekkas.</ul></li> | |||
}} | |||
===Dark Crescent Slice=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_hcb+b,iori_hcb+d | |||
| input = 63214B/D | |||
| input2 = 63214B/D | |||
| description2 = *Iori runs forwards and hits the opponent. If successful, he takes them to the ground and blows them up with flames. | |||
*B version runs a shorter distance. D version runs a longer distance. | |||
*Has low invincibility during the run. | |||
*Will combo from heavies, but only at close range. | |||
*Can be used as a decent longer-range punish. | |||
*Unsafe on block. | |||
}} | |||
== | ===Scum Gale=== | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_hcbf+p | |||
| description = *Iori grabs hold of the opponent and shoves them behind him. | |||
*A command grab that lets Iori follow up with a combo afterwards. | |||
*Has some startup invincibility, but not all the way to the active frames. | |||
*Good for mixups, as it lets him do a full combo afterwards that leads to another mixup. | |||
*Has longer startup than most command grabs while also not being fully invincible, but despite this it's still good. | |||
| phases = | |||
}} | |||
=== | ==Desperation Moves== | ||
===Maiden Masher=== | |||
* | {{FrameDataCargo-KOF98FE | ||
| moveId = iori_qcfhcb+a,iori_qcfhcb+c | |||
| input = 2363214A/C | |||
| input2 = 2363214A/C | |||
| description2 = *A Version goes a shorter distance, C version goes a longer distance | |||
*Iori crouches low and dashes forwards, doing a Ranbu on hit. | |||
*Has some low-profile startup frames, so it can go under some airborne projectiles. | |||
*Can be combo-ed into from lights and heavies. | |||
*Causes soft knockdown. | |||
| phases = | |||
}} | |||
===One For The Road Blast=== | |||
* | {{FrameDataCargo-KOF98FE | ||
| moveId = iori_qcbhcf+a,iori_qcbhcf+c | |||
| input = 2141236A/C | |||
| input2 = 2141236A/C | |||
| description2 = *Iori sends out a big blast of flames. | |||
*The A version only reaches a bit in front of Iori, while the C version travels a bit more than halfscreen. | |||
*On hit, the opponent gets frozen in place and Iori gets a followup combo. | |||
*This move hitting is one of the few ways you can actually combo into qcf,hcb+AC. | |||
<ul><li>The projectile's size is only as big as his {{Hover|qcf+P|236P}}, so it can be jumped over and even hopped over with good timing.</ul></li> | |||
| phases = | |||
}} | |||
* | ==Super Desperation Moves== | ||
===Maiden Masher=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_qcfhcb+psdm | |||
| description = *Does more damage than the regular versions, but is much slower. | |||
*Can be combo-ed into from heavies. | |||
| phases = | |||
}} | |||
===One For The Road Blast=== | |||
{{FrameDataCargo-KOF98FE | |||
=== | | moveId = iori_qcbhcf+psdm | ||
| description = *The MAX version creates a series of pillars that go from Iori to the other end of the screen. These pillars reach all the way to the top of the screen. | |||
| phases = | |||
}} | |||
* | |||
== Strategy & Tips == | == Strategy & Tips == | ||
Line 122: | Line 320: | ||
{{#ev:youtube|GvGWCkcVaNk|||'''King of Fighters 98 UM FE: Iori Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}} | {{#ev:youtube|GvGWCkcVaNk|||'''King of Fighters 98 UM FE: Iori Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}} | ||
== | == Navigation == | ||
{{CharNavbox 98FE}} | |||
{{Navbox 98UMFE}} | {{Navbox 98UMFE}} | ||
[[Category:The King of Fighters '98 Ultimate Match Final Edition]] | [[Category:The King of Fighters '98 Ultimate Match Final Edition]] | ||
[[Category:Iori Yagami]] | [[Category:Iori Yagami]] |
The King of Fighters '98 UMFE | |
Iori is a highly versatile character that can do just about anything, but leans towards rushdown and mixups due to his great access to hard knockdowns. At further ranges, he has a fireball and a good poke as his main tools, but Iori really starts to shine when he lands a hit into his hard knockdown rekka. He has plenty of mixup options, like a good crossup, a command grab he can combo out of, good low confirms, and an overhead. Most of these options will allow him to combo into rekka again and repeat the situation. On defense, he has access to a great DP for reversals and anti-airs, and a good DM that can low-profile and anti-air well. Iori's main weakness is that he lacks certain kinds of ground moves, so his grounded poking game can feel a bit lacking. Notably, his sweep, while a great whiff punisher, is unsafe on block, and his standing B isn't the long and fast mid poke that some other characters have.
98 to 98UM
Normals:
Specials:
Supers:
98UM to 98UMFE
Specials:
close A
cl.A
cl.A |
|
---|
close B
cl.B
cl.B |
|
---|
close C
cl.C
cl.C |
|
---|
close D
cl.D
cl.D |
|
---|
far A
5A
A |
|
---|
far B
5B
B |
|
---|
far C
5C
C |
|
---|
far D
5D
D |
|
---|
crouch A
2A
2A |
|
---|
crouch B
2B
2B |
|
---|
crouch C
2C
2C |
|
---|
crouch D
2D
2D |
|
---|
jump A
j.A
j.A |
|
---|
jump B
j.B
j.B |
|
---|
jump C
j.C
j.C |
|
---|
jump D
j.D
j.D |
|
---|
stand CD
5CD
CD |
|
---|
jump CD
j.CD
j.CD |
|
---|
Reverse Skinner:
4/6C
4/6C (close)
Double-reverse Skinner:
4/6D
4/6D (close)
Dream Blast
6A
6A |
|
---|
Thunder Axe Shadow Reaper
6B
6B |
|
---|
Lily Breaker
j.4B
j.4B |
|
---|
Fire Ball
236A/C
236A/C |
|
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Dark Thrust
623A/C
623A/C |
|
---|
Deadly Flower
(214A/C)x1~3
(214A/C)x1~3 |
|
---|
Slash Talon Comb
623B/D
623B/D |
|
---|
Dark Crescent Slice
63214B/D
63214B/D |
|
---|
Scum Gale
632146A/C
632146A/C |
|
---|
Maiden Masher
2363214A/C
2363214A/C |
|
---|
One For The Road Blast
2141236A/C
2141236A/C |
|
---|
Maiden Masher
2363214P
2363214P |
|
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One For The Road Blast
2141236P
2141236P |
|
---|
The King of Fighters '98 UMFE | |