-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
XV Broken/Iori Yagami: Difference between revisions
→Movelist: Added Iori's movelist. |
|||
Line 6: | Line 6: | ||
==Movelist== | ==Movelist== | ||
(*) = EX OK | (*) = EX OK | ||
(!) = MAX OK | (!) = MAX OK | ||
(Midair Only) = Can only be done in the air. | (Midair Only) = Can only be done in the air. | ||
(Air OK) = Can be done both on the ground and in the air. | (Air OK) = Can be done both on the ground and in the air. | ||
Revision as of 19:04, 8 December 2021
Introduction
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.
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 * Yurioki - + (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
Quick Combo Reference
0 Meter |
Placeholder |
( = dmg |
1 Meter |
Placeholder |
( = dmg |
2 Meters |
Placeholder |
( = dmg |
Gameplay Overview
Normals
Far Standing Normals
Far A |
---|
Far B |
---|
Far C |
---|
Far D |
---|
Close Standing Normals
Close A |
---|
Close B |
---|
Close C |
---|
Close D |
---|
Crouch Normals
Crouch A |
---|
Crouch B |
---|
Crouch C |
---|
Crouch D |
---|
Jump Normals
Jump A |
---|
Jump B |
---|
Jump C |
---|
Jump D |
---|
Hop Normals
Hop A |
---|
Hop B |
---|
Hop C |
---|
Hop D |
---|
Blowback
Stand CD |
---|
Jump CD |
---|
Hop CD |
---|
Throws
Sakahagi |
---|
Kanyarai |
---|
Command Moves
Ge Shiki • Yumebiki 6A |
---|
Ge Shiki • Yumebiki (Follow up) 6A after Yumebiki |
---|
Ge-Shiki • Gofu in "Shinigami" 6B |
---|
Ge-Shiki • Yuriori j.4B |
---|
Special Moves
108 Shiki • Yami Barai 236A/C |
---|
100 Shiki • Oniyaki 623A/C |
---|
127 Shiki • Aoibana (1) 214A/C |
---|
127 Shiki • Aoibana (2) 214A/C after Aoibana (1) |
---|
127 Shiki • Aoibana (3) 214A/C after Aoibana (2) |
---|
212 Shiki • Kototsuki In 63214B/D |
---|
Kuzukaze 632146A/C |
---|
311 Shiki • Tsumakushi 623B/D |
---|
Super Special Moves
Kin 1211 Shiki • Ya Otome 2363214A/C |
---|
Ura 316 Shiki • Saika 236236AC after A or C Ya Otome |
---|
Ura 1018 Shiki • Yashiori 2141236A/C |
---|
Ura 1131 Shiki • Hozuki 2141236CD |
---|
Combos
Notation Guide (placeholder XIV page for now, replace w/ XV page when available)
General Notes
- Iori can add an EX 63214+K after his 214+A rekka chain to OTG the opponent for a damage increase if you have at least 0.5 bars.
- You can add both parts of Iori's 6A after crouching lows at point blank range.
- Using two EX moves in a combo will result in more damage than a super for the same cost. Comboing into super is more worth it if you plan on cancelling into another super afterwards for more damage.
- If you are spending more than 1 meter, use the EX version of 632146+P as it has less damage scaling and will result in more damage than using the regular command grab and adding another EX move.
Rush Auto Combo
- 5A > A > A > Bx3 (164 DMG)
- (Rush combo ending in a special move, costs 0 meter)
- 5A > A > A > C (223 DMG)
- (Rush combo ending in a super, costs 1 meter)
- 5A > A > A > D (337 DMG)
- (Rush combo ending in a Max super, costs 2 meters)
- 5A > A > A > A (427 DMG)
- (Rush combo ending in a Climax super, costs 3 meters)
0 Meter
Anywhere
- 2B, 2A, 6A, 214+Px3 (185 DMG)
- (Bread n' butter Iori combo starting from lows.)
- 2B, 2A, 6A > A, 214+Px3 (238 DMG)
- (More damaging low combo if you are at point blank range.)
- 2Bx2, 2A, 214+Ax3 (174 DMG)
- (Low combo with slightly easier confirm but does less damage.)
- j.X, cl.5C, 6B/6A, 214+Px3 (268 DMG)
- (Bread n' butter Iori combo from a heavy starter.)
- j.X, cl.5C, 63214+D (273 DMG)
- (Slightly more damage, but less hits to confirm with.)
- 632146+P, 2C/(66, cl.5C, 6B/6A), 214+Px3 (127-140 DMG)
- (Command grab combo, using 2C after 632146+P is easier, while using cl.5C does more damage, but you will need to run slightly forward for it to connect.)
0.5 Meters
Anywhere
- 2B, 2A, 6A, 214+ACx3, 214+Ax3 (274 DMG)
- 2B, 2A, 6A > A, 214+ACx3, 214+Ax3 (318 DMG)
- (More damaging low combo if you are at point blank range.)
- 2B, 2A, 6A > A, 214+Ax3, 63214+BD (306 DMG)
- (Low starter 0.5 bar damage increase using EX 63214+K. The OTG will not connect if you use 214+C.)
- (If not at point blank range, omit the follow-up of 6A, as it will whiff.)
- 2Bx2, 2A, 214+Ax3, 63214+BD (258 DMG)
- 2B, 2A, 6A, 236+CD, 66, cl.5C, 6B/6A, 214+Cx3 (247 DMG)
- (Shatter strike combo from a low starter. Less damage than previous combos but more meter recovery.)
- j.X, cl.5C, 6B/6A, 214+ACx3, 214+Ax3 (357 DMG)
- j.X, cl.5C, 6B/6A, 214+Ax3, 63214+BD (341 DMG)
- (Heavy starter 0.5 bar damage increase using EX 63214+K. The OTG will not connect if you use 214+C.)
- j.X, cl.5C, 6A, 236+CD, 66, cl.5C, 6B/6A, 214+Cx3 (330 DMG)
- (Shatter strike combo from a heavy starter. Less damage than previous combo but more meter recovery.)
- 632146+P, 2C, 214+Ax3, 63214+BD (177 DMG)
- (Command grab 0.5 bar damage increase using EX 63214+K. The OTG will not connect if you use 214+C.)
1 Meter
Anywhere
- 2B, 2A, 6A, 214+ACx3, 214+Ax3, 63214+BD (339 DMG)
- (1 meter low combo using two EX moves.)
- 2B, 2A, 6A > A, 214+ACx3, 214+Ax3, 63214+BD (376 DMG)
- (More damaging low combo if you are at point blank range.)
- 2B, 2A, 6A, 236+CD, 66, cl.5C, 6B/6A, 214+ACx3, 214+Ax3 (282 DMG)
- (Shatter strike low combo. Less damage than previous combo but more meter recovery)
- j.X, cl.5C, 6B/6A, 214+ACx3, 214+Ax3, 63214+BD (422 DMG)
- (1 meter heavy combo using two EX moves.)
- j.X, cl.5C, 6A, 236+CD, 66, cl.5C, 6B/6A, 214+ACx3, 214+Ax3 (365 DMG)
- (Shatter strike combo. Less damage than previous combo but more meter recovery)
- 632146+P, 2C, 214+ACx3, 214+Ax3, 63214+BD (228 DMG)
- (1 meter command grab combo using 2 EX moves.)
1.5 Meters
Anywhere
- 2Bx1~2, 2A, 236+AC, 214+ACx3, 214+Ax3, 63214+BD (360-364 DMG)
- 2B, 2A, 6A > A, 214+Cx2, (SC) 2363214+P, 63214+BD (399 DMG)
- (More damaging low combo if you are at point blank range.)
- 2B, 2A, 6A, 236+CD, 66, cl.5C, 6B/6A, 214+ACx3, 214+Ax3, 63214+BD (308 DMG)
- (Shatter strike 1.5 bar combo from a low starter. Less damage than the previous combos but more meter recovery.)
- j.X, cl.5C, 6A, 236+AC, 214+ACx3, 214+Ax3, 63214+BD (447 DMG)
- (1.5 meter combo with three EX moves from a heavy starter.)
- (Tip: you can input 236+AC as 2369+AC to avoid getting 623+AC after 6A.)
- j.X, cl.5C, 6B/6A, 214+Cx2, (SC) 2363214+P, 63214+BD (440 DMG)
- (Super cancel 1.5 meter combo.)
- j.X, cl.5C, 6A, 236+CD, 66, cl.5C, 6B/6A, 214+ACx3, 214+Ax3, 63214+BD (391 DMG)
- (Shatter strike 1.5 bar combo from a heavy starter. Less damage than previous combo but more meter recovery.)
- 632146+AC, 2C, 214+ACx3, 214+Ax3, 63214+BD (274 DMG)
- (EX command grab combo. More damage than using regular command grab then three EX moves, due to lesser damage scaling on EX command grab.)
2 Meters
Anywhere
- 2B, 2A, 6A, 214+Cx2, (SC) 2363214+P, (SC) 236x2+AC (385 DMG)
- (2 meter super cancel combo starting from lows.)
- 2B, 2A, 6A > A, 214+Cx2, (SC) 2363214+P, (SC) 236x2+AC (431 DMG)
- (More damaging low super cancel combo if you are at point blank range.)
- j.X, cl.5C, 6B/6A, 214+Cx2, (SC) 2363214+P, (SC) 236x2+AC (468 DMG)
- (2 meter super cancel combo starting from heavy.)
Max Mode Combos (Quick)
Point
Anywhere
- 2Bx2~3, (BC) cl.5C, 6B/6A, 214+ACx3, 623+A(1), (SC) 2363214+P (360-371 DMG)
- j.X, 2Bx2, (BC) cl.5C, 6B/6A, 214+ACx3, 623+A(1), (SC) 2363214+P (411 DMG)
- (Quick max combos to confirm off multiple 2Bs.)
- j.X, cl.5C, 6B/6A, (BC) cl.5C, 6B/6A, 214+ACx3, 623+A(1), (SC) 2363214+P (449 DMG)
- (Quick max combo off a heavy starter.)
Mid
Anywhere
- (Any Point Combo)
Anchor
Anywhere
- 2Bx2~3, (BC) cl.5C, 6A, 236+AC, 214+ACx3, 623+A(1), (SC) 2363214+P (391-398 DMG)
- (Tip: you can input 236+AC as 2369+AC to avoid getting 623+AC after 6A.)
- (Tip: delay the 623+A a little bit so it hits low enough for the super cancel to connect)
- j.X, 2Bx2, (BC) cl.5C, 6A, 236+AC, 214+ACx3, 623+A(1), (SC) 2363214+P (438 DMG)
Max Mode Combos (Raw)
Point
Anywhere
- ...
Corner Only
- ...
Mid
Anywhere
- ...
Corner Only
- ...
Anchor
Anywhere
- ...
Corner Only
- ...
2.5 Meters
Anywhere
- 2B, 2A, 6A > A, 214+ACx3, 2363214+P, (SC) 236x2+AC (474 DMG)
- j.X, cl.5C, 6B/6A, 214+ACx3, 2363214+P, (SC) 236x2+AC (518 DMG)
3 Meters
Anywhere
- ...
Corner Only
- ...
Max Mode Combos (Quick)
Point
Anywhere
- 2Bx2~3, (BC) cl.5C, 6B/6A, 214+ACx3, 623+A(1), (SC) 2363214+P, (SC) 236x2+AC (470-481 DMG)
- j.X, 2Bx2, (BC) cl.5C, 6B/6A, 214+ACx3, 623+A(1), (SC) 2363214+P, (SC) 236x2+AC (521 DMG)
- (Quick max combos to confirm off multiple 2Bs.)
- j.X, cl.5C, 6B/6A, (BC) cl.5C, 6B/6A, 214+ACx3, 623+A(1), (SC) 2363214+P, (SC) 236x2+AC (559 DMG)
Mid
Anywhere
- 2Bx2~3, (BC) cl.5C, 6B/6A, 2363214+P, (SC) 2141236+CD (532-535 DMG)
- j.X, 2Bx2, (BC) cl.5C, 6B/6A, 2363214+P, (SC) 2141236+CD (572 DMG)
- j.X, cl.5C, 6B/6A, (BC) cl.5C, 6B/6A, 2363214+P, (SC) 2141236+CD (610 DMG)
Anchor
Anywhere
- (Any Mid Combo)
Max Mode Combos (Raw)
Point
Anywhere
- ...
Corner Only
- ...
Mid
Anywhere
- ...
Corner Only
- ...
Anchor
Anywhere
- ...
Corner Only
- ...
4 Meters
Anywhere
- ...
Corner Only
- ...
Max Mode Combos (Quick)
Mid
Anywhere
- 2Bx2~3, (BC) cl.5C, 6B/6A, 2363214+AC, (SC) 2141236+CD (619-627 DMG)
- j.X, 2Bx2, (BC) cl.5C, 6B/6A, 2363214+AC, (SC) 2141236+CD (659 DMG)
- j.X, cl.5C, 6B/6A, (BC) cl.5C, 6B/6A, 2363214+AC, (SC) 2141236+CD (697 DMG)
Anchor
Anywhere
- (Any Mid Combo)
Max Mode Combos (Raw)
Mid
Anywhere
- ...
Corner Only
- ...
Anchor
Anywhere
- ...
Corner Only
- ...
5 Meters
Anywhere
- ...
Corner Only
- ...
Max Mode Combos (Quick)
Anchor
Anywhere
- ...
Corner Only
- ...
Max Mode Combos (Raw)
Anchor
Anywhere
- ...
Corner Only
- ...