Difference between revisions of "The King of Fighters XV/Iori Yagami"
Awesomeguy42 (talk | contribs) m (added movement info) |
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Anywhere<br/> | Anywhere<br/> | ||
| | | | ||
2B 2A 6A 214C~214P~214P = | 2B 2A 6A 214C~214P~214P = 170 dmg<br/> | ||
2B 2A 214A~214P~214P (max range) = | 2B 2A 214A~214P~214P (max range) = 139 dmg<br/> | ||
|- | |- | ||
| '''0.5 Meter''' | | '''0.5 Meter''' | ||
Line 79: | Line 79: | ||
Anywhere<br/> | Anywhere<br/> | ||
| | | | ||
2B 2A 236AC, 623D~63214K = | 2B 2A 236AC, 623D~63214K = 287 dmg<br/> | ||
2B 2A 236AC, 623D~214A~214P, 623C = | 2B 2A 236AC, 623D~214A~214P, 623C = 306 dmg<br/> | ||
2B 2A 6A 214AC~214P~214P, 214A~214P~214P (can add OTG) = | 2B 2A 6A 214AC~214P~214P, 214A~214P~214P (can add OTG) = 259 dmg<br/> | ||
|- | |- | ||
| '''1 Meter''' | | '''1 Meter''' | ||
Line 88: | Line 88: | ||
Corner<br/> | Corner<br/> | ||
| | | | ||
2B 2A 6A 214AC~214P~214P, 214A~214P~214P, 63214BD = | 2B 2A 6A 214AC~214P~214P, 214A~214P~214P, 63214BD = 309 dmg<br/> | ||
2B 2A 236AC, 623BD, 236A, 623C = | 2B 2A 236AC, 623BD, 236A, 623C = 319 dmg<br/> | ||
|- | |- | ||
| '''1.5 Meters''' | | '''1.5 Meters''' | ||
Line 96: | Line 96: | ||
Corner<br/> | Corner<br/> | ||
| | | | ||
2B 2A 236AC, 623BD, 214AC~214P~214P, 214A~214P~214P = | 2B 2A 236AC, 623BD, 214AC~214P~214P, 214A~214P~214P = 346 dmg<br/> | ||
2B 2A 236AC, 623D~214A~214P, 623A | 2B 2A 236AC, 623D~214A~214P, 623A 2363214P = 378 dmg<br/> | ||
|- | |- | ||
| '''2.0 Meters''' | | '''2.0 Meters''' | ||
Line 104: | Line 104: | ||
Corner<br/> | Corner<br/> | ||
| | | | ||
2B 2A 236AC, 623BD, 236A 2363214P = | 2B 2A 236AC, 623BD, 236A 2363214P = 356 dmg<br/> | ||
2B 2A 236AC, 623BD, 236A, 623A 2363214P = | 2B 2A 236AC, 623BD, 236A, 623A 2363214P = 393 dmg<br/> | ||
|- | |- | ||
| '''2.5 Meters''' | | '''2.5 Meters''' | ||
Line 112: | Line 112: | ||
Corner<br/> | Corner<br/> | ||
| | | | ||
2B 2A 236AC, 623D~236C 2363214P 236236AC = | 2B 2A 236AC, 623D~236C 2363214P 236236AC = 464 dmg<br/> | ||
2B 2A 236AC, 623D~214A~214P, 623A(1) 2363214P 236236AC = | 2B 2A 236AC, 623D~214A~214P, 623A(1) 2363214P 236236AC = 488 dmg<br/> | ||
|- | |- | ||
| '''3.0 Meters''' | | '''3.0 Meters''' | ||
Line 119: | Line 119: | ||
Anywhere<br/> | Anywhere<br/> | ||
| | | | ||
2B 2B f.5B BC, cl.5C 236C 2363214P 2141236CD = | 2B 2B f.5B BC, cl.5C 236C 2363214P 2141236CD = 531 dmg<br/> | ||
|- | |- | ||
| '''4.0 Meters''' | | '''4.0 Meters''' | ||
Line 125: | Line 125: | ||
Anywhere<br/> | Anywhere<br/> | ||
| | | | ||
2B 2B f.5B BC, cl.5C 236C 2363214AC 2141236CD = | 2B 2B f.5B BC, cl.5C 236C 2363214AC 2141236CD = 618 dmg<br/> | ||
|} | |} | ||
Line 258: | Line 258: | ||
|name=jump A | |name=jump A | ||
|input=j.A | |input=j.A | ||
|captions= Hop Version (Hitbox), Jump Version | |||
|description2=* Ambiguous jump-in / air-to-air button. | |description2=* Ambiguous jump-in / air-to-air button. | ||
* Gets beaten by low-profiling moves. | * Gets beaten by low-profiling moves. | ||
Line 266: | Line 267: | ||
|name=jump B | |name=jump B | ||
|input=j.B | |input=j.B | ||
|captions= Hop Version (Hitbox), Jump Version | |||
|description2=* Long reaching air-to-air. | |description2=* Long reaching air-to-air. | ||
* Doesn't hit crouching opponents. | * Doesn't hit crouching opponents. | ||
Line 274: | Line 276: | ||
|name=jump C | |name=jump C | ||
|input=j.C | |input=j.C | ||
|captions= Hop Version (Hitbox), Jump Version | |||
|description2= | |description2= | ||
* Go-to jumpin button. | * Go-to jumpin button. | ||
Line 284: | Line 287: | ||
|name=jump D | |name=jump D | ||
|input=j.D | |input=j.D | ||
|captions= Hop Version (Hitbox), Jump Version | |||
|description2=* Long reaching air-to-air. Slightly shorter than j.B. | |description2=* Long reaching air-to-air. Slightly shorter than j.B. | ||
* Doesn't hit crouching opponents. | * Doesn't hit crouching opponents. | ||
Line 313: | Line 317: | ||
|description= | |description= | ||
*Easily confirmed into in combos. | *Easily confirmed into in combos. | ||
}} | |||
====AdvanceStrike==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=iori_214cd | |||
|description= | |||
}} | }} | ||
Line 320: | Line 332: | ||
|name=jump CD | |name=jump CD | ||
|input=j.CD | |input=j.CD | ||
|captions= Hop Version (Hitbox), Jump Version | |||
|description2=* Very aggressive CD attack. | |description2=* Very aggressive CD attack. | ||
* Can get low-profiled under. | * Can get low-profiled under. | ||
Line 362: | Line 375: | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=iori_f+b | |moveId=iori_f+b | ||
|captions="Outer Method: Booming Axe Yin 'God of Death'" | |captions="Outer Method: Booming Axe Yin 'God of Death'" / Raw Version (Hitbox),,Cancel Version | ||
|description= | |description= | ||
* Slow grounded overhead that can be Max cancelled. | * Slow grounded overhead that can be Max cancelled. | ||
Line 391: | Line 404: | ||
|name=108 Shiki • Yamibarai | |name=108 Shiki • Yamibarai | ||
|input=236A/C/AC | |input=236A/C/AC | ||
|captions="Method 108: Darkness Sweeper" | |captions="Method 108: Darkness Sweeper" / A Version (Hitbox), C Version (Hitbox), EX Version | ||
|description3=* Ground-following projectile. | |description3=* Ground-following projectile. | ||
* A is slow, C is fast. | * A is slow, C is fast. | ||
Line 406: | Line 419: | ||
|name=100 Shiki • Oniyaki | |name=100 Shiki • Oniyaki | ||
|input=623A/C/AC | |input=623A/C/AC | ||
|captions="Method 100: Ogre Baker" | |captions="Method 100: Ogre Baker"/A Version (Hitbox),,,C Version,,,EX Version | ||
|description3=* Reversal/anti-air. | |description3=* Reversal/anti-air. | ||
* A version has invincibility vs air attacks. | * A version has invincibility vs air attacks. | ||
Line 418: | Line 431: | ||
|name=127 Shiki • Aoibana 1 | |name=127 Shiki • Aoibana 1 | ||
|input=214A/C/AC | |input=214A/C/AC | ||
|captions="Method 127: Hollyhock Flower" | |captions="Method 127: Hollyhock Flower"/A Version (Hitbox),C Version,,,EX Version | ||
|description3=* Iori's rekka string done by repeating the input 3 times. | |description3=* Iori's rekka string done by repeating the input 3 times. | ||
* He ducks down before delivering a high poke, with the whole string comboing even on anti-air. | * He ducks down before delivering a high poke, with the whole string comboing even on anti-air. | ||
* Each hit gets more and more punishable, so if the first hit is blocked you have to mindgame around delaying hits or stopping the string. | * Each hit gets more and more punishable, so if the first hit is blocked you have to mindgame around delaying hits or stopping the string. | ||
* C and EX versions' main hurtbox becomes the same size as average crounching boxes which allows Iori to duck under attacks that hit at a higher height. | |||
}} | }} | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
Line 427: | Line 441: | ||
|name=127 Shiki • Aoibana 2 | |name=127 Shiki • Aoibana 2 | ||
|input=214A/C/AC~214A/C | |input=214A/C/AC~214A/C | ||
|captions=Normal Version (Hitbox),EX Version | |||
|description3=* More or less identical to the 1st hit, except this one launches the opponent in the air on hit. | |description3=* More or less identical to the 1st hit, except this one launches the opponent in the air on hit. | ||
* A version recovers faster and allows for juggles in certain situations while still doing the same amount of damage as the C version. | * A version recovers faster and allows for juggles in certain situations while still doing the same amount of damage as the C version. | ||
Line 434: | Line 449: | ||
|name=127 Shiki • Aoibana 3 | |name=127 Shiki • Aoibana 3 | ||
|input=214A/C/AC~214A/C~214A/C | |input=214A/C/AC~214A/C~214A/C | ||
|captions=Normal Version (Hitbox),EX Version | |||
|description3= | |description3= | ||
* The ender is a leaping overhead attack that is hard to react to. | * The ender is a leaping overhead attack that is hard to react to. | ||
Line 439: | Line 455: | ||
* EX version is a launcher instead of an overhead. | * EX version is a launcher instead of an overhead. | ||
}} | }} | ||
===212 Shiki • Kototsuki In=== | ===212 Shiki • Kototsuki In=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=212 Shiki • Kototsuki In | |name=212 Shiki • Kototsuki In | ||
|input=63214B/D/BD | |input=63214B/D/BD | ||
|captions="Method 212: Zither Moon Yin" | |captions="Method 212: Zither Moon Yin"/ A Version (Hitbox),C Version (Hitbox),,EX Version | ||
|description3= | |description3= | ||
* B version is a command run with no hitbox. Can be used to reset pressure or create mix-ups from an air reset. | * B version is a command run with no hitbox. Can be used to reset pressure or create mix-ups from an air reset. | ||
Line 452: | Line 469: | ||
* EX version has no run, but can hit people laying on the ground (like after combos ending with A rekkas). | * EX version has no run, but can hit people laying on the ground (like after combos ending with A rekkas). | ||
}} | }} | ||
===Kuzukaze=== | ===Kuzukaze=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
Line 457: | Line 475: | ||
|name=Kuzukaze | |name=Kuzukaze | ||
|input=632146A/C/AC | |input=632146A/C/AC | ||
|captions="Scum Gale" | |captions="Scum Gale"/ Normal Version (Hitbox), EX Version (Hitbox) | ||
|description3= | |description3= | ||
Iori grabs the opponent and swings them behind him. | Iori grabs the opponent and swings them behind him. | ||
* 6246P applies 30% damage scaling to the next hit. 6246PP applies 20% damage scaling to the next hit. | |||
* 2C > (whiff) 6A ~ 6A is sure to connect after, leading to good damage. | * 2C > (whiff) 6A ~ 6A is sure to connect after, leading to good damage. | ||
* CD also connects, allowing for a near full-screen corner carry depending on the follow up. | * CD also connects, allowing for a near full-screen corner carry depending on the follow up. | ||
* Input as 6249A/C/AC to avoid getting 623P when input quickly. While this will avoid getting a DP, 6246 does have priority over 623 motions in this game. If you are getting DP you are missing either the 2 or 4 directions, and inputting as 6249 will likely just give you a jab instead of the command grab you want if you are missing one. You can try inputting it as a 360 motion instead in order to ensure you get both of those directions. | * Input as 6249A/C/AC to avoid getting 623P when input quickly. While this will avoid getting a DP, 6246 does have priority over 623 motions in this game. If you are getting DP you are missing either the 2 or 4 directions, and inputting as 6249 will likely just give you a jab instead of the command grab you want if you are missing one. You can try inputting it as a 360 motion instead in order to ensure you get both of those directions. | ||
Iori | Kuzukaze, aka Scum Gale, is one of Iori's strongest options, and part of what makes him so effective as a rushdown character. While it's quite slow at 13 frames of startup, it's surprisingly easy to land if you've conditioned your opponent into blocking instead of trying to fight back. | ||
}} | }} | ||
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|name=311 Shiki • Tsumakushi | |name=311 Shiki • Tsumakushi | ||
|input=623B/D/BD | |input=623B/D/BD | ||
|captions="Method 311: Claw Comb" | |captions="Method 311: Claw Comb"/ B Version (Hitbox), D Version,, EX Version | ||
|description3= | |description3= | ||
*B version is like the neglected and underperforming sibling of the D version. Too slow to combo off heavies, prematurely ends crumple combos with a hard knockdown, doesn't low crush, no projectile invincibility, unsafe on block (and even hit), only cancellable into regular rekkas which still makes it unsafe on block. Every thing it tries to do, the D version does it better. | *B version is like the neglected and underperforming sibling of the D version. Too slow to combo off heavies, prematurely ends crumple combos with a hard knockdown, doesn't low crush, no projectile invincibility, unsafe on block (and even hit), only cancellable into regular rekkas which still makes it unsafe on block. Every thing it tries to do, the D version does it better. | ||
Line 490: | Line 508: | ||
|input=236214A/C/AC | |input=236214A/C/AC | ||
|captions="Forbidden Method 1211: Eight Maidens"<br> | |captions="Forbidden Method 1211: Eight Maidens"<br> | ||
<small>"Playtime's over! Cry! Scream! Then die!"</small> | <small>"Playtime's over! Cry! Scream! Then die!"</small> / Normal Version (Hitbox),,Max Version | ||
|description3= | |description3= | ||
* Combo super, with no invul. | * Combo super, with no invul. | ||
Line 496: | Line 514: | ||
* Has a unique follow-up super that can be performed after A or C version. | * Has a unique follow-up super that can be performed after A or C version. | ||
* A.k.a. the "Maiden Masher". | * A.k.a. the "Maiden Masher". | ||
* Main hurtbox becomes the same size as average crouching boxes which allows Iori to duck under attacks that hit at a higher height. | |||
Ol' reliable. Maiden Masher aka Shiki Yaotome is Iori's go-to ender with meter. Decent damage for the cost, but the real prize is forcing Oki or being able to cancel into Saika (see below) for an immediate kill confirm. With this, Iori can confidently meter dump and still retain a safejump opportunity anywhere on the screen, making this a great tool. Plus, the quick animation means there's lots of places to combo into this super in Iori's combo structure- 623A and 236C being good examples. | Ol' reliable. Maiden Masher aka Shiki Yaotome is Iori's go-to ender with meter. Decent damage for the cost, but the real prize is forcing Oki or being able to cancel into Saika (see below) for an immediate kill confirm. With this, Iori can confidently meter dump and still retain a safejump opportunity anywhere on the screen, making this a great tool. Plus, the quick animation means there's lots of places to combo into this super in Iori's combo structure- 623A and 236C being good examples. | ||
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|name=Ura 1018 Shiki • Yashiori | |name=Ura 1018 Shiki • Yashiori | ||
|input=214236A/C/AC | |input=214236A/C/AC | ||
|captions="Reverse Method 1018: Eight Times Snapper" | |captions="Reverse Method 1018: Eight Times Snapper" / Normal Version (Hitbox),, Max Version | ||
|description3=* *Values in [] indicate when the move is held. | |description3=* *Values in [] indicate when the move is held. | ||
* A big projectile cloud that lingers for quite a while. | * A big projectile cloud that lingers for quite a while. |
Revision as of 19:11, 12 May 2024
Movelist
(*) = EX OK
(!) = MAX OK
(Midair Only) = Can only be done in the air.
(Air OK) = Can be done both on the ground and in the air.
Throws
Command Normals
Ge-Shiki * Gofu In "Shinigami" - +
Ge-Shiki * Yuriori - + (Midair Only)
Special Moves
108 Shiki * Yamibarai - + / (*)
127 Shiki * Aoibana 1 - + / (*)
212 Sihiki * Kototsuki In - + / (*)
311 Shiki * Tsumakushi - + / (*)
Super Special Moves
Kin 1211 Shiki * Yaotome - + / (!)
Ura 1018 Shiki * Yashiori - + / (!)
Climax Super Special Moves
0 Meter |
Anywhere |
2B 2A 6A 214C~214P~214P = 170 dmg |
0.5 Meter |
Anywhere |
2B 2A 236AC, 623D~63214K = 287 dmg |
1 Meter |
Anywhere |
2B 2A 6A 214AC~214P~214P, 214A~214P~214P, 63214BD = 309 dmg |
1.5 Meters |
Anywhere |
2B 2A 236AC, 623BD, 214AC~214P~214P, 214A~214P~214P = 346 dmg |
2.0 Meters |
Anywhere |
2B 2A 236AC, 623BD, 236A 2363214P = 356 dmg |
2.5 Meters |
Midscreen |
2B 2A 236AC, 623D~236C 2363214P 236236AC = 464 dmg |
3.0 Meters |
Anywhere |
2B 2B f.5B BC, cl.5C 236C 2363214P 2141236CD = 531 dmg |
4.0 Meters |
Anywhere |
2B 2B f.5B BC, cl.5C 236C 2363214AC 2141236CD = 618 dmg |
Gameplay Overview
Iori, the perennial poster child of KOF after his rival Kyo, enters into KOFXV as a all-rounder with rushdown flair. Iori's deal is speed. He loves to get into his opponents face with his fast running speed, wide-reaching normals, and fast special moves. Once he's in, Iori can confirm into his rekka series and get a hard knockdown where it really begins. He can run high/low, left/right crossup and even command grab pressure to open his opponents up. Then, he can either spend meter to cancel into big damage or stock his resources and force hard knockdown again. Overall, Iori is a mainstay in the KOF series for a reason, and beginners and veterans alike flock to him for all he offers.
Iori Yagami is an all-rounder character. A KOF mainstay, he has long rewarded players with strong fundamentals. His versatile toolkit enables a flexible gameplan able to adapt to any situation. | |
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
stand A
5A
5A |
---|
Far B
stand B
5B
5B |
---|
Far C
stand C
5C
5C |
---|
Far D
stand D
5D
5D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
2A
2A |
---|
Crouch B
crouch B
2B
2B |
---|
Crouch C
crouch C
2C
2C |
---|
Crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Rush Moves
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
ShatterStrike
236CD
236CD |
---|
AdvanceStrike
AdvanceStrike
214CD
214CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Throws
Sakahagi
Sakahagi
(close) 4/6C
(close) 4/6C |
---|
Kanyarai
Kanyarai
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Ge Shiki • Yumebiki
6A
6A |
---|
Ge Shiki • Yumebiki (Follow-up)
A after Ge Shiki • Yumebiki
A after Ge Shiki • Yumebiki |
---|
Ge-Shiki • Gofu in "Shinigami"
6b
6b |
---|
Ge-Shiki • Yuriori
j.4B
j.4B |
---|
Special Moves
108 Shiki • Yamibarai
108 Shiki • Yamibarai
236A/C/AC
236A/C/AC |
---|
100 Shiki • Oniyaki
100 Shiki • Oniyaki
623A/C/AC
623A/C/AC |
---|
127 Shiki • Aoibana
127 Shiki • Aoibana 1
214A/C/AC
214A/C/AC |
---|
127 Shiki • Aoibana 2
214A/C/AC~214A/C
214A/C/AC~214A/C |
---|
127 Shiki • Aoibana 3
214A/C/AC~214A/C~214A/C
214A/C/AC~214A/C~214A/C |
---|
212 Shiki • Kototsuki In
212 Shiki • Kototsuki In
63214B/D/BD
63214B/D/BD |
---|
Kuzukaze
Kuzukaze
632146A/C/AC
632146A/C/AC |
---|
311 Shiki • Tsumakushi
311 Shiki • Tsumakushi
623B/D/BD
623B/D/BD |
---|
Super Special Moves
Kin 1211 Shiki • Yaotome
Kin 1211 Shiki • Yaotome
236214A/C/AC
236214A/C/AC |
---|
Ura 316 Shiki • Saika
236214A/C > 236236AC
236214A/C > 236236AC |
---|
Ura 1018 Shiki • Yashiori
Ura 1018 Shiki • Yashiori
214236A/C/AC
214236A/C/AC |
---|
Climax Super Special Moves
Ura 1131 Shiki • Hozuki
Ura 1131 Shiki • Hozuki
2141236CD
2141236CD |
---|
Misc
Alternate Colors
Videos
Combo Guides
- Iori Basic Combos by Meno: https://youtu.be/3JdLUoq4Wrk
- Iori Basic Combos by Kakuge: https://youtu.be/FwI1dp50cH4