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The King of Fighters 2002/Iori Yagami: Difference between revisions

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m Protected "Iori Yagami 02" ([edit=autoconfirmed] (indefinite) [move=autoconfirmed] (indefinite))
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* CD is cancellable into command moves, specials and DMs
* CD is cancellable into command moves, specials and DMs
* close B is a low attack
* close B is a low attack
{{Navbox 2002}}
[[Category:The King of Fighters 2002]]
[[Category:Iori Yagami]]

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
The King of Fighters 2002
System

FAQControlsGaugesMovementOffense and DefenseMiscellaneous

Characters

Andy BogardAngelAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeChrisClark StillGoro DaimonIori YagamiJoe HigashiK'K9999Kim KaphwanKula DiamondKusanagiKyo KusanagiLeona HeidernMai ShiranuiMatureMaximaMay LeeOrochi ChrisOrochi ShermieOrochi YashiroRalf JonesRamonRobert GarciaRyo SakazakiRyuji YamazakiSethShermieSie KensouTakuma SakazakiTerry BogardVanessaViceWhipYashiro NanakaseYuri Sakazaki