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The King of Fighters '98 UMFE/Iori Yagami: Difference between revisions
added an introduction to Ioris page and a changes from previous versions section |
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== Combos == | == Combos == | ||
=== | ===Meterless=== | ||
Low | |||
: <code>cr.B, cr.A, f+A, qcb+Cx3 | |||
Anywhere | |||
: <code>(j.X), cl.C, f+A, qcb+Cx3 | |||
: <code>hcb,f+P, st.C, qcb+Cx3 | |||
: <code>hcb,f+P, run-up cl.C, f+A, qcb+Cx3 | |||
===With Meter=== | |||
Low | |||
: <code>cr.B, cr.A, f+A, qcf,hcb+P | |||
Anywhere | |||
: <code>(j.X), cl.C, f+A, qcf,hcb+P | |||
: <code>hcb,f+P, st.C, qcf,hcb+P | |||
: <code>hcb,f+P, run-up cl.C, f+A, qcf,hcb+P | |||
===With Quick MAX=== | |||
Corner | |||
: <code>cr.B, cr.A, f+A, qcb+Cx2, ABC, qcf,hcb+P | |||
: <code>(j.X), cl.C, f+A, qcb+Cx2, ABC, qcf,hcb+P | |||
== Strategy & Tips == | == Strategy & Tips == |
Revision as of 03:11, 15 October 2021
Introduction
Iori is a versatile character that leans towards rushdown and mixups due to his great access to hard knockdowns. at further ranges he has a fireball and a good poke in st.D as his main tools. When 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 that lets him combo afterwards, 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 super that can low profile and anti air well. Ioris 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 hurtboxbox became taller
- cr.B hurtbox became 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 3 frames faster but invincibility frames are reduced
Supers:
- qcf,hcb+P is no longer 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
f,f step (Extra mode) - distance moved is longer
Specials:
- hcb,f+P more recovery after the throw so it's harder to connect attacks afterwards
Normal Moves
Format for Normals section. Be sure to add bullet points for multiple moves having a property (e.g. j. B/D cross-up; st/cr. A/B/C/D are whiff/cancelable). REMOVE AFTER WRITING IN
Close
- cl. A:
- cl. B:
- cl. C:
- cl. D:
Stand
- st. A:
- st. B:
- st. C:
- st. D:
Crouch
- cr. A:
- cr. B:
- cr. C:
- cr. D:
Jump
- j. A:
- j. B:
- j. C:
- j. D:
Blowback
- st. CD:
- j. CD:
Throws
Reverse Skinner: (close) b/f + C
Double-reverse Skinner: (close) b/f + D
Command Moves
Dream Blast: f + A, A
Thunder Axe Shadow Reaper: f + B
- A slow overhead that can be canceled from if canceled into
Lily Breaker: (in the air) back + B
- A very good crossup kick that can be comboed into.
- The following characters can be crossed up with this move while they crouching: Kyo, Daimon, Terry, Ryo, Robert, Ralf, Clark, Chizuru, King, Chang, Shermie, Blue Mary, Heidern, Takuma, Saisyu, Heavy D!, Lucky, Brian, Eiji, Shingo, Rugal, Geese, Krauser, and Mr. Big. Any other characters, the kick will whiff while they are crouching.
Special Moves
Fireball: qcf + A/C
- A ground projectile. A version travels slow, while C version travels much faster and can be comboed from some light and heavy cancel-able normal attacks.
Deadly Flower: qcb + A/C (can be entered 3 times in a row)
- His patented rekkas. A versions have some frame advantage on block, while C versions are unsafe on block. The A rekkas on hit knock the enemy back a bit, while the full C rekkas make them land right next to Iori (hard knockdown), setting up a few wake-up options.
Dark Thrust: dp + A/C
Scum Gale: (close) hcb, f + A/C
Dark Crescent Slice: hcb + B/D
Slash Talon Comb: dp + B/D
Desperation Moves
Maiden Masher: qcf, hcb + A/C
One For The Road Blast: qcb, hcf + A/C (can be held)
Combos
Meterless
Low
cr.B, cr.A, f+A, qcb+Cx3
Anywhere
(j.X), cl.C, f+A, qcb+Cx3
hcb,f+P, st.C, qcb+Cx3
hcb,f+P, run-up cl.C, f+A, qcb+Cx3
With Meter
Low
cr.B, cr.A, f+A, qcf,hcb+P
Anywhere
(j.X), cl.C, f+A, qcf,hcb+P
hcb,f+P, st.C, qcf,hcb+P
hcb,f+P, run-up cl.C, f+A, qcf,hcb+P
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
External Links