- 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.
No edit summary |
|||
(15 intermediate revisions by 4 users not shown) | |||
Line 10: | Line 10: | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
|ext= | |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. | | 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. | 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 | 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== | ==Movelist== | ||
Line 25: | Line 25: | ||
Normals: | Normals: | ||
* | * 2A hurtbox is taller | ||
* | * 2B hurtbox is taller, so some projectiles can no longer be low-profiled | ||
Specials: | 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: | 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''' | '''98UM to 98UMFE''' | ||
Line 45: | Line 45: | ||
Specials: | Specials: | ||
<ul><li>{{Hover|632146P|632146P}} has more recovery after the throw, so it's harder to connect attacks afterwards</li></ul> | |||
==Normals== | ==Normals== | ||
Line 77: | Line 77: | ||
{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = iori_stb | | moveId = iori_stb | ||
| description = | | description = <ul><li>Short to mid-range poke with some decent priority. Has longer range than {{Hover|st.A|A}}.</li></ul> | ||
| phases = | | phases = | ||
}} | }} | ||
Line 135: | Line 135: | ||
{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = iori_stcd | | moveId = iori_stcd | ||
| description = *Has good priority and fairly fast startup speed for a st.CD, so it makes for a decent poke. Cancelable on hit, block, and whiff. | | 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 = | | phases = | ||
}} | }} | ||
Line 144: | Line 144: | ||
}} | }} | ||
==Throws== | ==Throws== | ||
===Reverse Skinner=== | |||
'''Reverse Skinner:''' <code> | '''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. | * 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== | ==Command Normals== | ||
===Dream Blast=== | |||
{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = | | moveId = iori_f+a, iori_f+a>a | ||
| description = *Iori does a strike forwards. | | description = *Iori does a strike forwards. | ||
*Can combo from lights and heavies. | *Can combo from lights and heavies. | ||
Line 160: | Line 162: | ||
*Both hits cancelable both raw and when cancelled into. | *Both hits cancelable both raw and when cancelled into. | ||
*Key to Iori's combos. | *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 | {{FrameDataCargo-KOF98FE | ||
| moveId = | | moveId = iori_rawf+b,iori_cancelf+b | ||
| description2 = *A slow overhead. | | description2 = *A slow overhead. | ||
*Loses the overhead property if cancelled into. | *Loses the overhead property if cancelled into. | ||
Line 174: | Line 173: | ||
| phases = | | phases = | ||
}} | }} | ||
===Lily Breaker=== | |||
{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = | | moveId = iori_jb+b | ||
| description = *A very good crossup kick that can be combo-ed into. | | description = *A very good crossup kick that can be combo-ed into. | ||
*Will whiff on short crouchers. | *Will whiff on short crouchers. | ||
Line 181: | Line 181: | ||
}} | }} | ||
==Special Moves== | ==Special Moves== | ||
===Fire Ball=== | |||
{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = | | moveId = iori_qcf+a, iori_qcf+c | ||
| input = 236A/C | |||
| input2 = 236A/C | |||
| description2 = *A ground-travelling projectile. | | description2 = *A ground-travelling projectile. | ||
*A version travels slowly, while C version travels much faster. | *A version travels slowly, while C version travels much faster. | ||
Line 191: | Line 194: | ||
| phases = | | phases = | ||
}} | }} | ||
===Dark Thrust=== | |||
{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = | | 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 | {{FrameDataCargo-KOF98FE | ||
| moveId = | | 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. | |||
| | |||
| | |||
*Iori's main combo special. The light version combos from lights. | |||
*Causes hard knockdown and gives Iori plenty of time to set up whatever offense he wants afterwards. | *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. | *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 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. | *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 | {{FrameDataCargo-KOF98FE | ||
| moveId = | | moveId = iori_dp+b,iori_dp+d | ||
| | | input = 623B/D | ||
| input2 = 623B/D | |||
| description2 = *Iori does a leap forwards and hits with his flames. | | description2 = *Iori does a leap forwards and hits with his flames. | ||
* | *B version travels a shorter distance than D version. | ||
*D version is cancellable into any special move. | *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. | *Can go over some lows. | ||
*Has a little bit of startup invincibility. | *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 | {{FrameDataCargo-KOF98FE | ||
| moveId = | | moveId = iori_hcb+b,iori_hcb+d | ||
| | | input = 63214B/D | ||
*B version runs a shorter distance. | | 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. | *Has low invincibility during the run. | ||
*Will combo from heavies, but only at close range. | *Will combo from heavies, but only at close range. | ||
*Can be used as a decent longer-range punish. | *Can be used as a decent longer-range punish. | ||
*Unsafe on block. | *Unsafe on block. | ||
}} | }} | ||
===Scum Gale=== | |||
{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = | | moveId = iori_hcbf+p | ||
| description = *Iori grabs hold of the opponent and shoves them behind him. | | description = *Iori grabs hold of the opponent and shoves them behind him. | ||
*A command grab that lets Iori follow up with a combo afterwards. | *A command grab that lets Iori follow up with a combo afterwards. | ||
Line 258: | Line 271: | ||
| phases = | | phases = | ||
}} | }} | ||
==Desperation Moves== | ==Desperation Moves== | ||
===Maiden Masher=== | |||
{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = | | 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 | | description2 = *A Version goes a shorter distance, C version goes a longer distance | ||
*Iori crouches low and dashes forwards, doing a Ranbu on hit. | *Iori crouches low and dashes forwards, doing a Ranbu on hit. | ||
Line 268: | Line 285: | ||
| phases = | | phases = | ||
}} | }} | ||
===One For The Road Blast=== | |||
{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = | | moveId = iori_qcbhcf+a,iori_qcbhcf+c | ||
| input = 2141236A/C | |||
| input2 = 2141236A/C | |||
| description2 = *Iori sends out a big blast of flames. | | 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. | *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. | *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. | *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 = | | phases = | ||
}} | }} | ||
==Super Desperation Moves== | ==Super Desperation Moves== | ||
===Maiden Masher=== | |||
{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = | | moveId = iori_qcfhcb+psdm | ||
| description = *Does more damage than the regular versions, but is much slower. | | description = *Does more damage than the regular versions, but is much slower. | ||
*Can be combo-ed into from heavies. | *Can be combo-ed into from heavies. | ||
| phases = | | phases = | ||
}} | }} | ||
===One For The Road Blast=== | |||
{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = | | 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. | | 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 = | | phases = | ||
}} | }} | ||
== Strategy & Tips == | == Strategy & Tips == | ||
Line 344: | 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 |
|
---|
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 |
|
---|
One For The Road Blast
2141236P
2141236P |
|
---|
The King of Fighters '98 UMFE | |