-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
The King of Fighters 2002 UM/Iori Yagami: Difference between revisions
Line 99: | Line 99: | ||
==Command Moves== | ==Command Moves== | ||
Thunder Axe Shadow Reaper - f + B | '''Dream Blast''' - (f + A, A) | ||
* Iori performs a scratching slash down, then a backhanded punch to the opponents face. The first hit isn't cancel-able in this game; but only into Maiden Masher DM (qcf~hcb+P). But, it is cancel-able on hit only if Iori is in max mode. Visually, the first hit looks exactly like his standing C (heavy punch), and it features the same amount of vulnerability if it's whiffed out in the open. It's loss of the ability to cancel on hit and on block greatly diminishes the space after his blockstrings a bit (example: cl.C, f+A, qcf+P) but maybe that takes away the possibility of the opponent Guard Rolling (GCAB) it to punish Iori. | |||
:The second hit (the backhand punch) which can be released on the first hit's whiff, which may catch some opponents off-guard because of it the extra distance it grants Iori, and that its hitbox is at shoulder height. It may be used pre-emptively to stop incoming hops and quick dashes but try not to rely on it too much for that purpose because it has no invincibility and it doesn't release that quickly. It is cancel-able on hit/block, but you have to understand the proper distance that it will connect with, because it may outright whiff if you aren't close enough. | |||
* First hit free cancel-able into the second hit | |||
* First hit not cancel-able on hit outside of max mode | |||
* Second hit cancel-able on hit | |||
'''Combo Advice:''' You can cancel the first hit into Maiden Masher (qcf~hcb+P) but the timing is a bit strict. In max mode, you cancel it into his qcb+P rekkas, and many of his other special moves easily. For properly connecting his second hit, place a close B or a close/crouching A then inputting f+A,A. If you place any other normals or strings before it, the second hit may whiff. | |||
'''Thunder Axe Shadow Reaper''' - (f + B) | |||
* This is Iori's standing overhead. It's rather slow, but it can still catch someone off-guard once in a while that's committing to blocking low. It isn't cancel-able into anything on block by itself, and it is rather unsafe too if your opponent decides to strike back with something fast and of proper length to reach you before the recovery ends. On block, you can cancel this overhead into any of his special moves if canceled from any of his other cancel-able normals (example close C, f+B, qcf+A). Use this overhead attack sparingly as you can but if you forget to do so, it's okay. | |||
* Overhead attack | |||
* Only cancel-able on block if canceled from a cancel-able normal | |||
Lily Breaker - in air, b + B | Lily Breaker - in air, b + B | ||
==Special Moves== | ==Special Moves== |
Revision as of 18:33, 24 January 2013
Move list
Throws
Command Moves
Special Moves
Dark Thrust (Ground fireball) - + /
Deadly Flower - + / (Can be used up to 3 times in a row)
Desperation Moves
Super Desperation Move
HSDM
Normals
Close
- cl. A/B/C are cancel-able.
- cl. A can be canceled into his f+A, A command move, and chained into his cl.B
- cl. B is a low attack which has a close activation range.
- cl. C is one of the fastest close normals with a start-up around 2 frames. It's good for a quick close punish, and for stopping opponents jumping above your head.
- cl. D doesn't cancel into anything but it's good for a quick anti-air to stop opponents from jumping out of the corner.
Standing
- Stand A/B/D are not cancel-able at all.
- Stand A is 4 frames on block which is a good for poking at a close range to bait and block Guard Cancel Attacks. The distance on the stand A is rather short, though.
- Stand B is a good close range poke that is aimed at the opponents lower midsection. It is fast, had great recovery, and can be used to frame trap opponents with his qcb+A rekka.
- Stand C has a good attacking distance but poor recovery. It's good for moderately far punishes in close range. Be sure not to freely throw this out on whiff because its recovery is poor.
- Stand D is good for preemptively stopping hop attacks but it's whiff recovery is bad.
Crouching
- cr. A/B/C are cancel-able on block and on hit.
- cr. A is chain-able into cl.B and cr.B. It has good range and is also neutral on block.
- cr. B will be used a lot for his high low/pressure, rush down and for starting combos. When running at your opponent, use this to stop your dash and to throw out a quick low attack, next to hyper hopping j.C.
- cr. C can be used to anti-air opponents but it might trade sometimes if timed incorrectly.
- cr. D isn't cancel-able on hit or on block, so whiffing it or having it blocked can leave you wide open. Use with caution.
Jumping
- j. A has a rather sharp downward angle which can be good to use next to his j.C because it start quicker.
- j. B is had a very good horizontal range which is good for air-to-air attacks, and stopping incoming hop pressure if used jumping neutral, or jumping away. Be careful because it whiffs on crouching opponents.
- j. C is a very deep jump-in which will always hit crouching opponents, no matter if they are using a normal attack that can be used as anti-air against certain jumping attacks. It is also fairly hard to anti-air against as well on wake up. Use it to fully utilize his annoying high/low mixup game on a fallen opponent, or to pressure at close range next to his cr.B. It's a little weak as an air-to-air normal, so use j.B for that purpose.
- j. D can be used as an air-to-air attack during certain ranges, and as a good jump-in, but it may miss on crouching opponents if performed too early.
Blowback Attack
- Iori's shoulder thrust is cancel-able on block and hit, which has a fair good activation range. You can try to use it as a preemptive anti-hop attack, but it isn't guaranteed.
- j.CD comes out rather quick, and has a good downward angle which is good for jump-in and hyper hops. It whiffs on crouching opponents though.
Throws
Reverse Skinner - (f/b + C) close
- Iori grabs the opponent's mid-screen (looks like the liver) then slashes away causing them to fly backward almost at a half-screen distance away. Even though this throw doesn't cause a hard knockdown, the advantage is the amount of space it gives the player to being either zoning and creating more space between them, or analyze what movements the opponent may make after they tech the knockdown. If the opponent does not tech the throw, Iori has enough time to run up and meaty attack them with a j.C or a crouching B or to bait a reversal on their wake up.
- Can be broken
- Regular knockdown
Double-reverse Skinner - (f/b + D) close
- Iori slides behind the opponent then grabs their kidneys and slashes them away causing them to fly behind them almost a half-screen away. Almost the same conditions as the normal Reverse Skinner but the distance the opponent lands if the knockdown is not teched is a small amount farther.
- Can be broken
- Reverse knockdown
- Regular knockdown
Command Moves
Dream Blast - (f + A, A)
- Iori performs a scratching slash down, then a backhanded punch to the opponents face. The first hit isn't cancel-able in this game; but only into Maiden Masher DM (qcf~hcb+P). But, it is cancel-able on hit only if Iori is in max mode. Visually, the first hit looks exactly like his standing C (heavy punch), and it features the same amount of vulnerability if it's whiffed out in the open. It's loss of the ability to cancel on hit and on block greatly diminishes the space after his blockstrings a bit (example: cl.C, f+A, qcf+P) but maybe that takes away the possibility of the opponent Guard Rolling (GCAB) it to punish Iori.
- The second hit (the backhand punch) which can be released on the first hit's whiff, which may catch some opponents off-guard because of it the extra distance it grants Iori, and that its hitbox is at shoulder height. It may be used pre-emptively to stop incoming hops and quick dashes but try not to rely on it too much for that purpose because it has no invincibility and it doesn't release that quickly. It is cancel-able on hit/block, but you have to understand the proper distance that it will connect with, because it may outright whiff if you aren't close enough.
- First hit free cancel-able into the second hit
- First hit not cancel-able on hit outside of max mode
- Second hit cancel-able on hit
Combo Advice: You can cancel the first hit into Maiden Masher (qcf~hcb+P) but the timing is a bit strict. In max mode, you cancel it into his qcb+P rekkas, and many of his other special moves easily. For properly connecting his second hit, place a close B or a close/crouching A then inputting f+A,A. If you place any other normals or strings before it, the second hit may whiff.
Thunder Axe Shadow Reaper - (f + B)
- This is Iori's standing overhead. It's rather slow, but it can still catch someone off-guard once in a while that's committing to blocking low. It isn't cancel-able into anything on block by itself, and it is rather unsafe too if your opponent decides to strike back with something fast and of proper length to reach you before the recovery ends. On block, you can cancel this overhead into any of his special moves if canceled from any of his other cancel-able normals (example close C, f+B, qcf+A). Use this overhead attack sparingly as you can but if you forget to do so, it's okay.
- Overhead attack
- Only cancel-able on block if canceled from a cancel-able normal
Lily Breaker - in air, b + B
Special Moves
Fireball - dp + A/C
- Super cancellable
Dark Thrust - qcf + A/C
- Ground fireball
Deadly Flower - qcb + A/C
- Can be used up to 3 times in a row
Dark Crescent Slice - hcb + B/D
- Command grab
Scum Gale - close, hcb, f + A/C
Desperation Moves
Maiden Masher - qcf hcb + A/C
> Wolf Bloom - During Maiden masher, qcf x 4 + AC
Flame Comber - qcf x 2 + B/D
Super Desperation Move
Maiden Masher - qcf hcb + AC
HSDM
Flame Disentangle - qcb hcf + AC
Discussion Threads
Discuss at Dream Cancel
Videos
Iori Master Class