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The King of Fighters '98 UMFE/Iori Yagami: Difference between revisions

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* cr.A hurtbox is taller
* cr.A hurtbox is taller
* cr.B hurtbox is taller, so some projectiles can no longer be low-profiled
* cr.B hurtbox is taller, so some projectiles can no longer be low-profiled


Line 26: Line 25:


* dp+C now hits consistently, even against airborne opponents
* dp+C now hits consistently, even against airborne opponents
* The time that the hurtbox for qcb+P becomes lower is reduced by 3 frames
* The time that the hurtbox for qcb+P becomes lower is reduced by 3 frames
* hcb,f+P startup is 3 frames faster, but invincibility frames are reduced
* hcb,f+P startup is 3 frames faster, but invincibility frames are reduced


Line 44: Line 41:
* hcb,f+P has more recovery after the throw, so it's harder to connect attacks afterwards
* hcb,f+P has more recovery after the throw, so it's harder to connect attacks afterwards


== Normal Moves ==
==Normals==
===Close===
{{MoveData
|image=iori_cl.a_umfe.png
|imageSize=250px
|caption=
|name=Close A
|input=cl.A
|data=
{{AttackData-KOF98FE
|startup=4
|active=4
|recovery=5
|guard=HL
|hitAdv= +3
|blockAdv= +1
|cancel=Y
|knockdown=N
|juggle=?
|description=*Mostly just useful as light combo filler. Chainable and cancelable.
}}
}}


'''Close'''


* cl.A: Mostly just useful as light combo filler. Chainable and cancelable.  
{{MoveData
|image=iori_cl.b_umfe.png
|imageSize=250px
|caption=
|name=Close B
|input=cl.B
|data=
{{AttackData-KOF98FE
|startup=5
|active=4
|recovery=7
|guard=L
|hitAdv=+1
|blockAdv=-1
|cancel=Y
|knockdown=N
|juggle=?
|description=*Has short activation range. Standing low. Cancelable.
}}
}}


* cl.B: Has short activation range. Standing low. Cancelable.


* cl.C: Iori's main heavy combo button. Hits higher up, so it can catch close-range jump-outs. Cancelable.
{{MoveData
|image=iori_cl.c1_umfe.png
|imageSize=250px
|image2=iori_cl.c2_umfe.png
|imageSize2=250px
|caption=
|name=Close C
|input=cl.C
|data=
{{AttackData-KOF98FE
|startup=3
|active=2,5
|recovery=14
|guard=HL
|hitAdv=-1
|blockAdv=-3
|cancel=Y
|knockdown=N
|juggle=?
|description=*Iori's main heavy combo button. Hits higher up, so it can catch close-range jump-outs. Cancelable.
}}
}}


* cl.D: Hits high up so can catch jumpouts, but it is not cancelable so it's not as good as cl.C.


'''Standing'''
{{MoveData
|image=iori_cl.d_umfe.png
|imageSize=250px
|caption=
|name=Close D
|input=cl.D
|data=
{{AttackData-KOF98FE
|startup=5
|active=6
|recovery=13
|guard= HL
|hitAdv=+1
|blockAdv=-1
|cancel=N
|knockdown=N
|juggle=?
|description=*Hits high up so can catch jumpouts, but it is not cancelable so it's not as good as cl.C.
}}
}}


* st.A: 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.


* st.B: Short- to mid-range poke with some decent priority. Has longer range than st.A.
===Far===
{{MoveData
|image=iori_st.a_umfe.png
|imageSize=250px
|caption=
|name=Far A
|input=f.A
|data=
{{AttackData-KOF98FE
|startup=6
|active=4
|recovery=4
|guard=HL
|hitAdv=+4
|blockAdv=+2
|cancel=N
|knockdown=N
|juggle=?
|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.
}}
}}


* st.C: Nice longer-range poke, since it's cancelable on hit, block, and whiff. Has nice priority.


* st.D: Good longer-range poke. His best normal for stopping hops.
{{MoveData
|image=iori_st.b_umfe.png
|imageSize=250px
|caption=
|name=Far B
|input=f.B
|data=
{{AttackData-KOF98FE
|startup=6
|active=4
|recovery=7
|guard=HL
|hitAdv=+1
|blockAdv=-1
|cancel=N
|knockdown=N
|juggle=?
|description=*Short  to mid-range poke with some decent priority. Has longer range than st.A.
}}
}}


'''Crouching'''


* cr.A: Good for combos or blockstrings. Chainable and cancelable.
{{MoveData
|image=iori_st.c_umfe.png
|imageSize=250px
|caption=
|name=Far C
|input=f.C
|data=
{{AttackData-KOF98FE
|startup=8
|active=3
|recovery=19
|guard=HL
|hitAdv=-2
|blockAdv=-4
|cancel=Y
|knockdown=N
|juggle=?
|description=*Nice longer-range poke, since it's cancelable on hit, block, and whiff. Has nice priority.
}}
}}


* cr.B: Standard low move for low combos or blockstrings. Has limited low-profile properties. Chainable.


* cr.C: Not great at anti-airing. Has some forwards priority, so it could be a decent closer-range poke. Cancelable on hit, block, and whiff.
{{MoveData
|image=iori_st.d_umfe.png
|imageSize=250px
|caption=
|name=Far D
|input=f.D
|data=
{{AttackData-KOF98FE
|startup= 10
|active= 8
|recovery= 17
|guard= HL
|hitAdv=-5
|blockAdv=-7
|cancel=N
|knockdown=N
|juggle=?
|description=*Good longer-range poke. His best normal for stopping hops.
}}
}}


* cr.D: Has long range but terrible recovery.


'''Jumping'''
{{MoveData
|image=iori_st.CD_umfe.png
|imageSize=250px
|caption=
|name=Blowback
|input=5CD
|data=
{{AttackData-KOF98FE
|startup=11
|active=5
|recovery=24
|guard= HL
|hitAdv=Soft KD
|blockAdv=-7
|cancel= Y
|knockdown= Soft
|juggle=?
|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.
}}
}}


* j.A: Has a lot of active frames. Can be used as an air-to-air or jump-in.
===Crouching===
{{MoveData
|image=iori_cr.a_umfe.png
|imageSize=250px
|caption=
|name=Crouching A
|input=2A
|data=
{{AttackData-KOF98FE
|startup=5
|active=3
|recovery=7
|guard=HL
|hitAdv=+2
|blockAdv=0
|cancel=Y
|knockdown=N
|juggle=?
|description=*Good for combos or blockstrings. Chainable and cancelable.
}}
}}


* j.B: Fast air-to-air with good range.


* j.C: 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.
{{MoveData
|image=iori_cr.b_umfe.png
|imageSize=250px
|caption=
|name=Crouching B
|input=2B
|data=
{{AttackData-KOF98FE
|startup=5
|active=5
|recovery=5
|guard=L
|hitAdv=+2
|blockAdv=0
|cancel=Y
|knockdown=N
|juggle=?
|description=*Standard low move for low combos or blockstrings. Has limited low-profile properties. Chainable.
}}
}}


* j.D: Good air-to-air that can also hit grounded opponents.


'''CD Normals'''
{{MoveData
|image=iori_cr.c_umfe.png
|imageSize=250px
|caption=
|name=Crouching C
|input=2C
|data=
{{AttackData-KOF98FE
|startup=7
|active=5
|recovery=16
|guard=HL
|hitAdv=-1
|blockAdv=-3
|cancel=Y
|knockdown=N
|juggle=?
|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.
}}
}}


* st.CD: 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.


* j.CD: Has good priority forwards, so can be a good air-to-air.
{{MoveData
|image=iori_cr.d_umfe.png
|imageSize=250px
|caption=
|name=Crouching D
|input=2D
|data=
{{AttackData-KOF98FE
|startup=5
|active=6
|recovery=31
|guard=L
|hitAdv=Soft KD
|blockAdv=-19
|cancel=N
|knockdown= Soft
|juggle=?
|description=*Has long range but terrible recovery.
}}
}}


== Throws ==
===Jumping===
{{MoveData
|image=iori_j.a_umfe.png
|imageSize=250px
|caption=
|name=Jumping A
|input=j.A
|data=
{{AttackData-KOF98FE
|startup=4
|active=9
|recovery=-
|guard=H
|hitAdv=?
|blockAdv=?
|cancel=N
|knockdown=N
|juggle=?
|description=*Has a lot of active frames. Can be used as an air-to-air or jump-in.
}}
}}


'''Reverse Skinner:''' <code>b/f+C (close)</code>


* Regular throw, techable. Iori claws at the opponent, sending them flying almost fullscreen forwards with a soft knockdown.
{{MoveData
|image=iori_j.b_umfe.png
|imageSize=250px
|caption=
|name=Jumping B
|input=j.B
|data=
{{AttackData-KOF98FE
|startup=5
|active=7
|recovery=-
|guard=H
|hitAdv=?
|blockAdv=?
|cancel=N
|knockdown=N
|juggle=?
|description=*Fast air-to-air with good range.
}}
}}


'''Double-reverse Skinner:''' <code>b/f+D (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.
{{MoveData
|image=iori_j.c_umfe.png
|imageSize=250px
|caption=
|name=Jumping C
|input=j.C
|data=
{{AttackData-KOF98FE
|startup=9
|active=3
|recovery=-
|guard=H
|hitAdv=?
|blockAdv=?
|cancel=N
|knockdown=N
|juggle=?
|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.
}}
}}


== Command Moves ==


'''Dream Blast:''' <code>f+A,A</code>
{{MoveData
|image=iori_j.d1_umfe.png
|imageSize=250px
|image2=iori_j.d2_umfe.png
|imageSize2=250px
|caption=
|name=Jumping D
|input=j.D
|data=
{{AttackData-KOF98FE
|startup=7
|active=8
|recovery=-
|guard=H
|hitAdv=?
|blockAdv=?
|cancel=N
|knockdown=N
|juggle=?
|description=*Good air-to-air that can also hit grounded opponents.
}}
}}


* Iori does a strike forwards.


* Can combo from lights and heavies.
{{MoveData
|image=iori_j.cd_umfe.png
|imageSize=250px
|caption=
|name=Jumping CD
|input=j.CD
|data=
{{AttackData-KOF98FE
|startup=13
|active=4
|recovery=-
|guard=H
|hitAdv=?
|blockAdv=?
|cancel=N
|knockdown=Soft
|juggle=Y
|description=*Has good priority forwards, so can be a good air-to-air.
}}
}}


* The second hit will whiff if there was too much pushback before the first hit; it will, for example, whiff after a cl.C f+A or cr.B cr.A f+A.
===Command Normals===


* Therefore, it's best to just use the first hit and skip the second one.
{{MoveData
|image=iori_fA_umfe.png
|imageSize=250px
|caption=
|name=Dream Blast
|input=6A
|data=
{{AttackData-KOF98FE
|startup=8
|active=4
|recovery=19
|guard=HL
|hitAdv=-3
|blockAdv=-5
|cancel=Y
|knockdown=N
|juggle=?
|description=*Iori does a strike forwards.
*Can combo from lights and heavies.
*The second hit will whiff if there was too much pushback before the first hit; it will, for example, whiff after a cl.C f+A or cr.B cr.A f+A.
*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.
}}
}}


* Both hits cancelable both raw and when cancelled into.
{{MoveData
|image=iori_fAA_umfe.png
|imageSize=250px
|caption=
|name=Dream Blast Followup
|input=6A > A
|data=
{{AttackData-KOF98FE
|startup=9
|active=7
|recovery=15
|guard=HL
|hitAdv=-2
|blockAdv=-4
|cancel=Y
|knockdown=N
|juggle=?
|description=*-
}}
}}


* Key to Iori's combos.


'''Thunder Axe Shadow Reaper:''' <code>f+B</code>
{{MoveData
|image=iori_fB1_umfe.png
|imageSize=250px
|image2=iori_fB2_umfe.png
|imageSize2=250px
|image3=iori_fB3_umfe.png
|imageSize3=250px
|caption=
|name=Thunder Axe Shadow Reaper
|input=6B
|data=
{{AttackData-KOF98FE
|startup=24 (20)
|active=3, 3, 3
|recovery=20
|guard=H
|hitAdv=-3
|blockAdv=-5
|cancel=N
|knockdown=N
|juggle=?
|description=*A slow overhead that can be canceled from if canceled into.
}}
}}


* A slow overhead that can be canceled from if canceled into.


'''Lily Breaker:''' <code>b+B (in air)</code>
{{MoveData
|image=iori_bB_umfe.png
|imageSize=250px
|caption=
|name=Lily Breaker
|input=j.4B
|data=
{{AttackData-KOF98FE
|startup=1
|active=6
|recovery=-
|guard=H
|hitAdv=?
|blockAdv=?
|cancel=N
|knockdown=N
|juggle=?
|description=*A very good crossup kick that can be combo-ed into.
*Will whiff on short crouchers.
}}
}}
== Throws ==


* A very good crossup kick that can be combo-ed into.
'''Reverse Skinner:''' <code>b/f+C (close)</code>


* Will whiff on short crouchers.
* Regular throw, techable. Iori claws at the opponent, sending them flying almost fullscreen forwards with a soft knockdown.


== Special Moves ==
'''Double-reverse Skinner:''' <code>b/f+D (close)</code>


'''Fireball:''' <code>qcf+A/C</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.


* A ground-travelling projectile.


* A version travels slowly, while C version travels much faster.
== Special Moves ==
 
{{MoveData
* Combos from lights and heavies.
|image=iori_qcfA_umfe.png
 
|imageSize=250px
* Can be hopped over.
|caption=
 
|name=Fireball
* Good for projectile wars, or to use as a longer-ranged poke.
|input=236P
 
|data=
* Can be made unblockable with his command grab thanks to the unblockable projectile bug.
{{AttackData-KOF98FE
 
|version=236A
'''Deadly Flower:''' <code>qcb+A/C (x3)</code>
|startup=9
 
|active=-
* Iori's rekka. Does a series of strikes that carries him forwards.
|recovery=34
 
|guard=HL
* The first two hits are mids, and the third one hits overhead.
|hitAdv=?
|blockAdv=?
|cancel=N
|knockdown=N
|juggle=Y
}}
{{AttackData-KOF98FE
|version=236C
|startup=9
|active=-
|recovery=41
|guard=HL
|hitAdv=?
|blockAdv=?
|cancel=N
|knockdown=N
|juggle=Y
|description=*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.
}}
}}


* Iori's main combo special. The light version combos from lights and the heavy one combos from heavies.
{{MoveData
|image=iori_dpA1_umfe.png
|imageSize=250px
|image2=iori_dpA2_umfe.png
|imageSize2=250px
|image3=iori_dpA3_umfe.png
|imageSize3=250px
|image4=iori_dpC1_umfe.png
|imageSize4=250px
|image5=iori_dpC2_umfe.png
|imageSize5=250px
|image6=iori_dpC3_umfe.png
|imageSize6=250px
|caption3=A Version
|caption6=C Version
|name=Dark Thrust
|input=623P
|data=
{{AttackData-KOF98FE
|version=623A
|startup=5
|active=1, 2, 8
|recovery=26
|guard=HL
|hitAdv=Soft KD
|blockAdv=-19
|cancel=N
|knockdown=Soft
|juggle=?
|description=*1-5f Upper Body Inv
}}
{{AttackData-KOF98FE
|version=623C
|startup=5
|active=2, 3, 13
|recovery=41
|guard=HL
|hitAdv=Soft KD
|blockAdv=-41
|cancel=N
|knockdown=Soft
|juggle=?
|description=*1-5f All Inv
}}
}}


* 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.
{{MoveData
|image=iori_qcb1_umfe.png
|imageSize=250px
|image2=iori_qcb2_umfe.png
|imageSize2=250px
|image3=iori_qcb3_umfe.png
|imageSize3=250px
|name=Deadly Flower
|input=214P
|data=
{{AttackData-KOF98FE
|version=214A
|startup=8
|active=3
|recovery=26
|guard=HL
|hitAdv=-9
|blockAdv=-11
|cancel=N
|knockdown=N
|juggle=?
|description=*The first two hits are mids, and the third one hits overhead.
*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.
*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.
}}
{{AttackData-KOF98FE
|version=214A>A
|startup=7
|active=3
|recovery=29
|guard=HL
|hitAdv=-12
|blockAdv=-14
|cancel=N
|knockdown=N
|juggle=?
|description=*
}}
  {{AttackData-KOF98FE
|version=214A>A>A
|startup=17
|active=2
|recovery=29
|guard=HL
|hitAdv=Hard KD
|blockAdv=-13
|cancel=N
|knockdown=Hard
|juggle=?
|description=*
}}
{{AttackData-KOF98FE
|version=214C
|startup=11
|active=3
|recovery=28
|guard=HL
|hitAdv=-11
|blockAdv=-13
|cancel=N
|knockdown=N
|juggle=?
|description=*The first two hits are mids, and the third one hits overhead.
*Iori's main combo special. The heavy version combos 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 full C rekkas make them land right next to Iori with a hard knockdown, setting up a few wakeup options.
}}
{{AttackData-KOF98FE
|version=214C>C
|startup=11
|active=3
|recovery=29
|guard=HL
|hitAdv=-12
|blockAdv=-14
|cancel=N
|knockdown=N
|juggle=?
|description=*
}}
  {{AttackData-KOF98FE
|version=214A>C>C
|startup=17
|active=9
|recovery=31
|guard=HL
|hitAdv=Hard KD
|blockAdv=-22
|cancel=N
|knockdown=Hard
|juggle=?
|description=*
}}
}}
{{MoveData
|image=iori_dpK_umfe.png
|imageSize=250px
|caption=
|name=Slash Talon Comb
|input=623K
|data=
{{AttackData-KOF98FE
|version=623B
|startup=24
|active=5
|recovery=25
|guard=HL
|hitAdv=-10
|blockAdv=-12
|cancel=Y
|knockdown=N
|juggle=?
|description=*1-10f Full Inv
*Iori does a leap forwards and hits with his flames.
*B version travels a shorter distance
*B version can be cancelled into his qcb+P on contact
*Unsafe on block, and since his qcb+P is also not safe on block there's no real way to reduce risk. However dp+D qcf+A is a fairly safe option.
*Can go over some lows.
*Has a little bit of startup invincibility.
*Main use is for baiting guard cancel CD. Just cancel your normal into dp+D and go into qcf+A if there is no Guard Cancel. If there is a Guard Cancel you can react and either cancel into Maiden Masher or Rekkas.
}}
{{AttackData-KOF98FE
|version=623D
|startup=29
|active=5
|recovery=27
|guard=HL
|hitAdv=-12
|blockAdv=-14
|cancel=Y
|knockdown=N
|juggle=?
|description=*1-10f Full Inv
*Iori does a leap forwards and hits with his flames.
*D version travels a longer distance
*D version is cancellable into any special move.
*Unsafe on block, and since his qcb+P is also not safe on block there's no real way to reduce risk. However dp+D qcf+A is a fairly safe option.
*Can go over some lows.
*Has a little bit of startup invincibility.
*Main use is for baiting guard cancel CD. Just cancel your normal into dp+D and go into qcf+A if there is no Guard Cancel. If there is a Guard Cancel you can react and either cancel into Maiden Masher or Rekkas.
}}
}}


* The A rekkas knock the enemy back a bit on hit, while the full C rekkas make them land right next to Iori with a hard knockdown, setting up a few wakeup options.


* Has pretty decent priority, so it can also be used as a poke in neutral.
{{MoveData
 
|image=iori_hcbK_umfe.png
'''Dark Thrust:''' <code>dp+A/C</code>
|imageSize=250px
 
|caption=
* Iori creates some flames and jumps into the air with a spin. Iori's DP.
|name=Dark Crescent Slice
 
|input=63214K
* A version has startup invincibility, but none on the active frames.
|data=
 
{{AttackData-KOF98FE
* C version has invincibility on startup and on the first active frames, so it can be used as a reversal.
|version=63214B
 
|startup=6 (Run), 11 (Attack)
* Both versions work well for anti-airing. The A version is faster, so it's better to use on reaction, while the C version has more invincibility and longer reach, so it's better to use against obvious jumps.
|active=16 (Run), 8 (Attack)
 
|recovery=14 (Run), 16 (Attack)
* Both versions are punishable on block.
|guard=HL
 
|hitAdv=Soft KD
'''Scum Gale:''' <code>hcb,f+A/C (close)</code>
|blockAdv=-6
 
|cancel=N
* Iori grabs hold of the opponent and shoves them behind him.
|knockdown=Soft
 
|juggle=?
* A command grab that lets Iori follow up with a combo afterwards.
|description=*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.
* Has some startup invincibility, but not all the way to the active frames.
*Has low invincibility during the run.
 
*Will combo from heavies, but only at close range.
* Good for mixups, as it lets him do a full combo afterwards that leads to another mixup.
*Can be used as a decent longer-range punish.
 
*Unsafe on block.
* Has longer startup than most command grabs while also not being fully invincible, but despite this it's still good.
}}
 
{{AttackData-KOF98FE
'''Dark Crescent Slice:''' <code>hcb+B/D</code>
|version=63214D
 
|startup=6 (Run), 11 (Attack)
* Iori runs forwards and hits the opponent. If successful, he takes them to the ground and blows them up with flames.
|active=24 (Run), 8 (Attack)
 
|recovery=14 (Run), 16 (Attack)
* B version runs a shorter distance than the D version.
|guard=HL
 
|hitAdv=Soft KD
* Has low invincibility during the run.
|blockAdv=-6
 
|cancel=N
* Will combo from heavies, but only at close range.
|knockdown=Soft
 
|juggle=?
* Can be used as a decent longer-range punish.
|description=*Iori runs forwards and hits the opponent. If successful, he takes them to the ground and blows them up with flames.
 
*D version runs a longer distance.
* Unsafe on block.
*Has low invincibility during the run.
 
*Will combo from heavies, but only at close range.
'''Slash Talon Comb:''' <code>dp+B/D</code>
*Can be used as a decent longer-range punish.
 
*Unsafe on block.
* Iori does a leap forwards and hits with his flames.
}}
 
}}
* B version travels a shorter distance than the D version.
 
* B version can be cancelled into his qcb+P on contact, while D version is cancellable into any special move.
{{MoveData
 
|image=iori_cmd_grab_umfe.png
* Unsafe on block, and since his qcb+P is also not safe on block there's no real way to reduce risk. However dp+D qcf+A is a fairly safe option.
|imageSize=250px
 
|caption=
* Can go over some lows.
|name=Scum Gale
 
|input=63214P
* Has a little bit of startup invincibility.
|data=
 
{{AttackData-KOF98FE
* Main use is for baiting guard cancel CD. Just cancel your normal into dp+D and go into qcf+A if there is no guard cancel. If there is a guard cancel you can react and either cancel into maiden masher or rekkas.
|startup=8
|active=1
|recovery=30
|guard=-
|hitAdv=-
|blockAdv=-
|cancel=N
|knockdown=N
|juggle=?
|description=*3-6f Full Inv
*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.
}}
}}


== Desperation Moves ==
== Desperation Moves ==


'''Maiden Masher:''' <code>qcf,hcb+A/C</code>
{{MoveData
 
|image=iori_maidenmasher_umfe.png
* Iori crouches low and dashes forwards, doing a ranbu on hit.
|imageSize=250px
 
|name=Maiden Masher
* Has some low-profile startup frames, so it can go under some airborne projectiles.
|input=236 63214P
 
|data=
* Can be combo-ed into from lights and heavies.
  {{AttackData-KOF98FE
 
|version=236 63214A
* Causes soft knockdown.
|startup=5
 
|active=16
* MAX version does more damage but is much slower.
|recovery=40
 
|guard=HL
'''One For The Road Blast:''' <code>qcb,hcf+A/C (can be held)</code>
|hitAdv=Soft KD
 
|blockAdv=-23
* Iori sends out a big blast of flames.  
|cancel=N
 
|knockdown=Soft
* The A version only reaches a bit in front of Iori, while the C version travels a bit more than halfscreen.
|juggle=?
 
|description=*Iori crouches low and dashes forwards, doing a Ranbu on hit.
* On hit, the opponent gets frozen in place and Iori gets a followup combo.
*Has some low-profile startup frames, so it can go under some airborne projectiles.
 
*Can be combo-ed into from lights and heavies.
* This move hitting is one of the few ways you can actually combo into qcf,hcb+AC.
*Causes soft knockdown.
}}
  {{AttackData-KOF98FE
|version=236 63214C
|startup=5
|active=24
|recovery=42
|guard=HL
|hitAdv=Soft KD
|blockAdv=-25
|cancel=N
|knockdown=Soft
|juggle=?
|description=*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.
}}
  {{AttackData-KOF98FE
|version=236 63214A/C (SDM)
|startup=17
|active=2
|recovery=29
|guard=HL
|hitAdv=Soft KD
|blockAdv=-13
|cancel=N
|knockdown=Soft
|juggle=?
|description=*Does more damage but is much slower.
*Can be combo-ed into from heavies.
}}
}}


* The projectile's size is only as big as his qcf+P, so it can be jumped over and even hopped over with good timing.
{{MoveData
|image=iori_pillar_umfe.png
|imageSize=250px
|name=One For The Road Blast
|input=214 41236P
|data=
  {{AttackData-KOF98FE
|version=214 41236A
|startup=17 (if the button is released immediately)
|active=24
|recovery=45
|guard=HL
|hitAdv=-
|blockAdv=-
|cancel=N
|knockdown=N
|juggle=?
|description=*Iori sends out a big blast of flames.
*The A version only reaches a bit in front of Iori.
*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.
*The projectile's size is only as big as his qcf+P, so it can be jumped over and even hopped over with good timing.


* 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.
}}
  {{AttackData-KOF98FE
|version=214 41236C
|startup=17 (if the button is released immediately)
|active=34
|recovery=49
|guard=HL
|hitAdv=-
|blockAdv=-
|cancel=N
|knockdown=N
|juggle=?
|description=*Iori sends out a big blast of flames.
*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.
*The projectile's size is only as big as his qcf+P, so it can be jumped over and even hopped over with good timing.
}}
  {{AttackData-KOF98FE
|version=214 41236A/C (SDM)
|startup=17 (if the button is released immediately)
|active=Each pillar is active for 8F
|recovery=51
|guard=HL
|hitAdv=-
|blockAdv=-
|cancel=N
|knockdown=N
|juggle=?
|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.
}}
}}


== Combos ==
== Combos ==

Revision as of 01:40, 16 February 2023


Introduction

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 a lot of his buttons aren't that great, so his grounded poking game can feel a bit lacking.

Changes from Previous Versions

98 to 98UM

Normals:

  • cr.A hurtbox is taller
  • cr.B hurtbox is taller, so some projectiles can no longer be low-profiled

Specials:

  • dp+C now hits consistently, even against airborne opponents
  • The time that the hurtbox for qcb+P becomes lower is reduced by 3 frames
  • hcb,f+P startup is 3 frames faster, but invincibility frames are reduced

Supers:

  • qcf,hcb+P is no longer a hard knockdown
  • qcb,hcf+P changed: now deals damage at once when it hits, but none when the opponent is stunned; also reduced stunned time

98UM to 98UMFE

Extra mode step dash distance moved is longer

Specials:

  • hcb,f+P has more recovery after the throw, so it's harder to connect attacks afterwards

Normals

Close

Close A
cl.A
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
4 4 5 HL +3 +1 Y N ?
  • Mostly just useful as light combo filler. Chainable and cancelable.


Close B
cl.B
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
5 4 7 L +1 -1 Y N ?
  • Has short activation range. Standing low. Cancelable.


Close C
cl.C
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
3 2,5 14 HL -1 -3 Y N ?
  • Iori's main heavy combo button. Hits higher up, so it can catch close-range jump-outs. Cancelable.


Close D
cl.D
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
5 6 13 HL +1 -1 N N ?
  • Hits high up so can catch jumpouts, but it is not cancelable so it's not as good as cl.C.


Far

Far A
f.A
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
6 4 4 HL +4 +2 N N ?
  • 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.


Far B
f.B
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
6 4 7 HL +1 -1 N N ?
  • Short to mid-range poke with some decent priority. Has longer range than st.A.


Far C
f.C
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
8 3 19 HL -2 -4 Y N ?
  • Nice longer-range poke, since it's cancelable on hit, block, and whiff. Has nice priority.


Far D
f.D
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
10 8 17 HL -5 -7 N N ?
  • Good longer-range poke. His best normal for stopping hops.


Blowback
5CD
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
11 5 24 HL Soft KD -7 Y Soft ?
  • -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.

Crouching

Crouching A
2A
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
5 3 7 HL +2 0 Y N ?
  • Good for combos or blockstrings. Chainable and cancelable.


Crouching B
2B
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
5 5 5 L +2 0 Y N ?
  • Standard low move for low combos or blockstrings. Has limited low-profile properties. Chainable.


Crouching C
2C
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
7 5 16 HL -1 -3 Y N ?
  • Not great at anti-airing. Has some forwards priority, so it could be a decent closer-range poke. Cancelable on hit, block, and whiff.


Crouching D
2D
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
5 6 31 L Soft KD -19 N Soft ?
  • Has long range but terrible recovery.

Jumping

Jumping A
j.A
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
4 9 - H ? ? N N ?
  • Has a lot of active frames. Can be used as an air-to-air or jump-in.


Jumping B
j.B
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
5 7 - H ? ? N N ?
  • Fast air-to-air with good range.


Jumping C
j.C
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
9 3 - H ? ? N N ?
  • 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.


Jumping D
j.D
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
7 8 - H ? ? N N ?
  • Good air-to-air that can also hit grounded opponents.


Jumping CD
j.CD
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
13 4 - H ? ? N Soft Y
  • Has good priority forwards, so can be a good air-to-air.

Command Normals

Dream Blast
6A
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
8 4 19 HL -3 -5 Y N ?
  • Iori does a strike forwards.
  • Can combo from lights and heavies.
  • The second hit will whiff if there was too much pushback before the first hit; it will, for example, whiff after a cl.C f+A or cr.B cr.A f+A.
  • 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.
Dream Blast Followup
6A > A
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
9 7 15 HL -2 -4 Y N ?
  • -


Thunder Axe Shadow Reaper
6B
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
24 (20) 3, 3, 3 20 H -3 -5 N N ?
  • A slow overhead that can be canceled from if canceled into.


Lily Breaker
j.4B
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
1 6 - H ? ? N N ?
  • A very good crossup kick that can be combo-ed into.
  • Will whiff on short crouchers.

Throws

Reverse Skinner: b/f+C (close)

  • Regular throw, techable. Iori claws at the opponent, sending them flying almost fullscreen forwards with a soft knockdown.

Double-reverse Skinner: b/f+D (close)

  • 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.


Special Moves

Fireball
236P
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
236A 9 - 34 HL ? ? N N Y
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
236C 9 - 41 HL ? ? N N Y
  • 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.


Dark Thrust
623P
A Version
C Version
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
623A 5 1, 2, 8 26 HL Soft KD -19 N Soft ?
  • 1-5f Upper Body Inv
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
623C 5 2, 3, 13 41 HL Soft KD -41 N Soft ?
  • 1-5f All Inv


Deadly Flower
214P
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
214A 8 3 26 HL -9 -11 N N ?
  • The first two hits are mids, and the third one hits overhead.
  • 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.
  • 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.
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
214A>A 7 3 29 HL -12 -14 N N ?
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
214A>A>A 17 2 29 HL Hard KD -13 N Hard ?
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
214C 11 3 28 HL -11 -13 N N ?
  • The first two hits are mids, and the third one hits overhead.
  • Iori's main combo special. The heavy version combos 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 full C rekkas make them land right next to Iori with a hard knockdown, setting up a few wakeup options.
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
214C>C 11 3 29 HL -12 -14 N N ?
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
214A>C>C 17 9 31 HL Hard KD -22 N Hard ?


Slash Talon Comb
623K
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
623B 24 5 25 HL -10 -12 Y N ?
  • 1-10f Full Inv
  • Iori does a leap forwards and hits with his flames.
  • B version travels a shorter distance
  • B version can be cancelled into his qcb+P on contact
  • Unsafe on block, and since his qcb+P is also not safe on block there's no real way to reduce risk. However dp+D qcf+A is a fairly safe option.
  • Can go over some lows.
  • Has a little bit of startup invincibility.
  • Main use is for baiting guard cancel CD. Just cancel your normal into dp+D and go into qcf+A if there is no Guard Cancel. If there is a Guard Cancel you can react and either cancel into Maiden Masher or Rekkas.
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
623D 29 5 27 HL -12 -14 Y N ?
  • 1-10f Full Inv
  • Iori does a leap forwards and hits with his flames.
  • D version travels a longer distance
  • D version is cancellable into any special move.
  • Unsafe on block, and since his qcb+P is also not safe on block there's no real way to reduce risk. However dp+D qcf+A is a fairly safe option.
  • Can go over some lows.
  • Has a little bit of startup invincibility.
  • Main use is for baiting guard cancel CD. Just cancel your normal into dp+D and go into qcf+A if there is no Guard Cancel. If there is a Guard Cancel you can react and either cancel into Maiden Masher or Rekkas.


Dark Crescent Slice
63214K
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
63214B 6 (Run), 11 (Attack) 16 (Run), 8 (Attack) 14 (Run), 16 (Attack) HL Soft KD -6 N Soft ?
  • 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.
  • 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.
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
63214D 6 (Run), 11 (Attack) 24 (Run), 8 (Attack) 14 (Run), 16 (Attack) HL Soft KD -6 N Soft ?
  • Iori runs forwards and hits the opponent. If successful, he takes them to the ground and blows them up with flames.
  • 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
63214P
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
8 1 30 - - - N N ?
  • 3-6f Full Inv
  • 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.

Desperation Moves

Maiden Masher
236 63214P
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
236 63214A 5 16 40 HL Soft KD -23 N Soft ?
  • 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.
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
236 63214C 5 24 42 HL Soft KD -25 N Soft ?
  • 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.
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
236 63214A/C (SDM) 17 2 29 HL Soft KD -13 N Soft ?
  • Does more damage but is much slower.
  • Can be combo-ed into from heavies.
One For The Road Blast
214 41236P
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
214 41236A 17 (if the button is released immediately) 24 45 HL - - N N ?
  • Iori sends out a big blast of flames.
  • The A version only reaches a bit in front of Iori.
  • 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.
  • The projectile's size is only as big as his qcf+P, so it can be jumped over and even hopped over with good timing.
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
214 41236C 17 (if the button is released immediately) 34 49 HL - - N N ?
  • Iori sends out a big blast of flames.
  • 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.
  • The projectile's size is only as big as his qcf+P, so it can be jumped over and even hopped over with good timing.
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
214 41236A/C (SDM) 17 (if the button is released immediately) Each pillar is active for 8F 51 HL - - N N ?
  • 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.

Combos

General Notes

Meterless

Low

cr.B, cr.A, f+A, qcb+Cx3

Mid/Jump-In

(j.X), cl.C, f+A, qcb+Cx3
Iori's BnB punish and jump-in combo.

Other

hcb,f+P, st.C, qcb+Cx3
hcb,f+P, cl.C, f+A, qcb+Cx3
Requires a run before the cl.C.

With Meter

Low

cr.B, cr.A, f+A, qcf,hcb+P

Mid/Jump-In

(j.X), cl.C, f+A, qcf,hcb+P
(j.B), cr.C, f+A, qcf,hcb+AC

Other

hcb,f+P, st.C, qcf,hcb+P
hcb,f+P, cl.C, f+A, qcf,hcb+P
Requires a run before the cl.C.

With Quick MAX

Corner

cr.B, cr.A, f+A, qcb+Cx2, ABC, qcf,hcb+P
(j.X), cl.C, f+A, qcb+Cx2, ABC, qcf,hcb+P

Strategy & Tips

Videos

King of Fighters 98 UM FE: Iori Guide by Mash It Out

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro