-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
The King of Fighters XV/Iori Yagami: Difference between revisions
Franck Frost (talk | contribs) Created page with "{{CharNavbox_XV}} <section begin="image"/>File:KOFXV Iori Profile.png|thumb|The Yagami clan is one of three ancient clans entrusted with a Sacred Treasure. As a descendent of this clan, Iori has access to abilities that allow him to tear apart his foes, and powerful amethyst flames granted by his knowledge of the Yagami Style of Ancient Martial Arts. His ancestors signed a blood-pact with Orochi 660 years ago, sparking a feud with the Kusanagi clan. Despite this, he de..." |
|||
(39 intermediate revisions by 9 users not shown) | |||
Line 1: | Line 1: | ||
{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
<section begin="image"/>[[File:KOFXV Iori Profile.png|thumb|The Yagami clan is one of three ancient clans entrusted with a Sacred Treasure. As a descendent of this clan, Iori has access to abilities that allow him to tear apart his foes, and powerful amethyst flames granted by his knowledge of the Yagami Style of Ancient Martial Arts. His ancestors signed a blood-pact with Orochi 660 years ago, sparking a feud with the Kusanagi clan. Despite this, he decides to up-hold his duties as a member of the original sacred clans and joins KOF.]]<section end="image"/> | <section begin="image"/>[[File:KOFXV Iori Profile.png|thumb|The Yagami clan is one of three ancient clans entrusted with a Sacred Treasure. As a descendent of this clan, Iori has access to abilities that allow him to tear apart his foes, and powerful amethyst flames granted by his knowledge of the Yagami Style of Ancient Martial Arts. His ancestors signed a blood-pact with Orochi 660 years ago, sparking a feud with the Kusanagi clan. Despite this, he decides to up-hold his duties as a member of the original sacred clans and joins KOF. | ||
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"> | |||
<big>'''Jump:''' 40f | |||
<br>'''Hop:''' 32f | |||
<br>'''Backdash:''' 22f | |||
<br>'''Run Speed Ranking:''' 2 | |||
</big></div>]]<section end="image"/> | |||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Movelist== | ==Movelist== | ||
Line 64: | Line 70: | ||
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 73: | 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 82: | 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 90: | 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 98: | 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 106: | 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 113: | 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 119: | 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/> | ||
|} | |} | ||
==Gameplay Overview== | ==Gameplay Overview== | ||
The original KoF rival and perennial poster child of the series (besides Kyo) as well as one of the most beloved fighting game characters of all time, Iori is an incredibly well-rounded rushdown character with a huge emphasis on being aggressive—he can easily play neutral, but he really wants to get in your face and blow you up. | |||
As something of an all-rounder, Iori has a little bit of everything. He has great space control pokes in his 5B and 5D, decent zoning in Yamibarai (236P[P]), a ground-crawling projectile, and defense with Oniyaki (623P[P]), cl.C, cl.D, and 2C. However, a closer glance at his toolkit reveals just how much Iori wants to rush you down. Iori has a plethora of infamous options for opening up opponents, such as his "Taco Kick" in j.4B, a dedicated crossup, and Scum Gale (6246P[P]), a side-switching command grab that Iori can combo normals off of. Lastly, his Yashiori super (2141236P[P]) juggles the opponent and can be followed up afterwards with great efficiency, allowing Iori to easily shred opponents to bits. Because Iori has above-average mobility, he can easily approach the opponent and run his game and is generally very hard to keep out. Iori does have some minor weaknesses, such as in his zoning, but overall Iori's strengths greatly outweigh his disadvantages. Veterans and beginners alike flock to Iori for a reason, and if you want to get in fast and make quick work of the opponent with mixups and damage, Iori is your character. | |||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = '''''{{SUBPAGENAME}} is an all-rounder | | intro = '''''{{SUBPAGENAME}} is an all-rounder with a heavy emphasis on utilizing mobility and mixups to break apart opponents.''''' | ||
| pros= | | pros= | ||
* '''Strong Rushdown''': Iori can be rather frightening once he's allowed to get in. His suite of good standing normals, great jumping buttons, far-reaching specials and a great DP let him push through the opponents offense. His ground-travelling fireball is also incredibly fast, letting him put on pressure with it from afar. With his wide toolset, Iori has the ability to fight at all ranges while aggressively approaching. | * '''Strong Rushdown''': Iori can be rather frightening once he's allowed to get in. His suite of good standing normals, great jumping buttons, far-reaching specials and a great DP let him push through the opponents offense. His ground-travelling fireball is also incredibly fast, letting him put on pressure with it from afar. With his wide toolset, Iori has the ability to fight at all ranges while aggressively approaching. | ||
Line 190: | Line 198: | ||
* Low attack, doing more damage than 2B. | * Low attack, doing more damage than 2B. | ||
* Can be linked into Close C or canceled directly. | * Can be linked into Close C or canceled directly. | ||
While cl.B is not Iori's fastest low, it is definitely his best thanks to its ability to link into cl.C for great reward. | |||
}} | }} | ||
Line 216: | Line 224: | ||
|moveId=iori_2a | |moveId=iori_2a | ||
|description= | |description= | ||
2A has excellent frame advantage on both hit and block alongside a surprisingly large disjoint. To compensate, it's slower than other 2As at 6 frames. Because of this, Iori cannot rely on 2A for abare and must use 2B instead. | |||
}} | }} | ||
====Crouch B==== | ====Crouch B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
Line 223: | Line 233: | ||
|description= | |description= | ||
* Iori's fastest normal along with Close C. | * Iori's fastest normal along with Close C. | ||
* Chains into | * Chains into itself. | ||
Unlike a lot of characters, 2B is Iori's primary abare button thanks to its speed and range. | |||
}} | }} | ||
====Crouch C==== | ====Crouch C==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
Line 244: | Line 257: | ||
* Situational punisher. | * Situational punisher. | ||
* Can only be canceled into Max Mode. | * Can only be canceled into Max Mode. | ||
Probably the only bad tool in Iori's move list. In fact, it's almost useless, considering how the risks outweigh the reward. | |||
}} | }} | ||
Line 252: | Line 267: | ||
|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 260: | Line 276: | ||
|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 268: | Line 285: | ||
|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 278: | Line 296: | ||
|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 307: | Line 326: | ||
|description= | |description= | ||
*Easily confirmed into in combos. | *Easily confirmed into in combos. | ||
}} | |||
====AdvanceStrike==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=iori_214cd | |||
|description= | |||
*Same animation and range as his CD. | |||
* The throw counter is at the feet. | |||
}} | }} | ||
Line 314: | Line 343: | ||
|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 338: | Line 368: | ||
==Command Moves== | ==Command Moves== | ||
===Ge-shiki • Yumebiki=== | |||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=iori_f+a | |moveId=iori_f+a | ||
Line 346: | Line 377: | ||
* The damage is overall low and could worsen the scaling on your combo, so it you don't need it for your combo to work, it's ok to omit it. | * The damage is overall low and could worsen the scaling on your combo, so it you don't need it for your combo to work, it's ok to omit it. | ||
}} | }} | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=iori_f+a>a | |moveId=iori_f+a>a | ||
Line 354: | Line 384: | ||
}} | }} | ||
===Ge-shiki • Gofu in Shinigami=== | |||
{{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 365: | Line 396: | ||
}} | }} | ||
===Ge-shiki • Yuriori=== | |||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=iori_jb+b | |moveId=iori_jb+b | ||
|captions="Outer Method: Lily Snapper" | |captions="Outer Method: Lily Snapper" | ||
|description= | |description= | ||
* Iori's " | * Iori's "taco" crossup kick. Originating from the Spanish word "tacón", referring to the heel of a shoe. | ||
* | * Can be performed during backdashes. | ||
* Can be input at j.6B depending on position from opponent. | |||
One of Iori's most defining moves, a backwards kick with no forward hitbox. This move exists solely for two purposes: crossups and mobility. This move's hitbox is large, and though the ease of conversions and followup pressure have been nerfed from other games, it is still a very powerful tool and the final nail in the coffin that lets Iori open people up. In terms of mobility, this move slightly increases the range of Iori's backdash as well as reducing its recovery by a significant amount (around 10 frames at the most) - giving him low recovery backward mobility that isn't even tied to a special. Note that the amount of effective recovery and distance of your backdash changes with the timing of the j4B. | |||
}} | }} | ||
Line 385: | Line 415: | ||
|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 400: | Line 430: | ||
|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 412: | Line 442: | ||
|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 421: | Line 452: | ||
|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 428: | Line 460: | ||
|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 433: | Line 466: | ||
* 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 | ||
Line 438: | Line 472: | ||
|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 446: | Line 480: | ||
* 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 451: | Line 486: | ||
|name=Kuzukaze | |name=Kuzukaze | ||
|input=632146A/C/AC | |input=632146A/C/AC | ||
|captions="Scum | |captions="Scum Gale"/ Normal Version (Hitbox), EX Version (Hitbox) | ||
|description3=* | |description3= | ||
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 | |||
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. | ||
}} | }} | ||
Line 466: | Line 502: | ||
|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 483: | Line 519: | ||
|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 489: | Line 525: | ||
* 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. | ||
Line 509: | Line 546: | ||
|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. | ||
* Regular version does 4 hits while MAX version does 8. | * Regular version does 4 hits while MAX version does 8. | ||
* | * All versions reliably combo from a grounded 624D super cancel. | ||
* | * MAX version allows Iori to link a close or 2C while the opponent is in a ground hitstun before cancelling into 623D. | ||
Iori's go-to move for damage as long as he has at least 1 bar to spend and will in fact do more damage than a 2 EX combo with 236AC into 214AC. This allows for very cost-effective combos, especially when combined with the fact that Iori often builds more than half a bar doing follow up moves to this super. | |||
The MAX version may also be used as an extra damage tool tacked on at the end of Saika in the corner, which can really lay on the hurt. If you cancel into it after Saika and then immediately let go and slightly delay a 214A, you can relaunch them into it and retain hard knockdown. The resulting combo can easily deal close to 800 damage. | |||
}} | }} | ||
Line 530: | Line 568: | ||
==Misc== | ==Misc== | ||
{{Colors-KOFXV}} | |||
==Videos== | ==Videos== | ||
{{#ev:youtube|XeAg8B2Vyeg|||'''Iori Yagami Reveal Trailer'''|frame}} | {{#ev:youtube|XeAg8B2Vyeg|||'''Iori Yagami Reveal Trailer'''|frame}} |
Latest revision as of 20:53, 28 October 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
The original KoF rival and perennial poster child of the series (besides Kyo) as well as one of the most beloved fighting game characters of all time, Iori is an incredibly well-rounded rushdown character with a huge emphasis on being aggressive—he can easily play neutral, but he really wants to get in your face and blow you up.
As something of an all-rounder, Iori has a little bit of everything. He has great space control pokes in his 5B and 5D, decent zoning in Yamibarai (236P[P]), a ground-crawling projectile, and defense with Oniyaki (623P[P]), cl.C, cl.D, and 2C. However, a closer glance at his toolkit reveals just how much Iori wants to rush you down. Iori has a plethora of infamous options for opening up opponents, such as his "Taco Kick" in j.4B, a dedicated crossup, and Scum Gale (6246P[P]), a side-switching command grab that Iori can combo normals off of. Lastly, his Yashiori super (2141236P[P]) juggles the opponent and can be followed up afterwards with great efficiency, allowing Iori to easily shred opponents to bits. Because Iori has above-average mobility, he can easily approach the opponent and run his game and is generally very hard to keep out. Iori does have some minor weaknesses, such as in his zoning, but overall Iori's strengths greatly outweigh his disadvantages. Veterans and beginners alike flock to Iori for a reason, and if you want to get in fast and make quick work of the opponent with mixups and damage, Iori is your character.
Iori Yagami is an all-rounder with a heavy emphasis on utilizing mobility and mixups to break apart opponents. | |
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
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
Ge-Shiki • Gofu in "Shinigami"
6b
6b
|
---|
Ge-shiki • Yuriori
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