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The King of Fighters '98 UMFE/Iori Yagami: Difference between revisions
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{{CharNavbox 98FE}} | {{CharNavbox 98FE}} | ||
{| style="margin-right:1em;" align=" | {| style="margin-right:1em;" align="left" | ||
| __TOC__ | | __TOC__ | ||
|} | |} | ||
<section begin="image"/>[[File: | <section begin="image"/>[[File:Iori 98umfe profile.png|right|thumb|x600px]]<section end="image"/> | ||
<br clear=all> | <br clear=all> | ||
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{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
|ext=jpg | |ext=jpg | ||
| description =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.}} | | description =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.}} | |||
==Movelist== | |||
[[File:Kof98umfeiorimovelist.png]] | |||
== Changes from Previous Versions == | == Changes from Previous Versions == | ||
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'''98UM to 98UMFE''' | '''98UM to 98UMFE''' | ||
Extra mode step dash distance moved is longer | * Extra mode step dash distance moved is longer | ||
Specials: | Specials: | ||
Line 44: | Line 48: | ||
==Normals== | ==Normals== | ||
===Close=== | ===Close Standing Normals=== | ||
{{ | {{FrameDataCargo-KOF98FE | ||
| moveId = iori_cla | |||
| description = *Mostly just useful as light combo filler. Chainable and cancelable. | |||
| phases = | |||
}} | }} | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_clb | |||
{{ | | description = *Has short activation range. Standing low. Cancelable. | ||
| | | phases = | ||
| | }} | ||
| | {{FrameDataCargo-KOF98FE | ||
| moveId = iori_clc | |||
| description = *Iori's main heavy combo button. Hits higher up, so it can catch close-range jump-outs. Cancelable. | |||
| phases = | |||
}} | }} | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_cld | |||
{{ | | description = *Hits high up so can catch jumpouts, but it is not cancelable so it's not as good as cl.C. | ||
| phases = | |||
}} | }} | ||
===Far Standing Normals=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_sta | |||
| 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. | |||
| phases = | |||
}} | }} | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_stb | |||
| description = *Short to mid-range poke with some decent priority. Has longer range than st.A. | |||
| phases = | |||
}} | }} | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_stc | |||
| description = *Nice longer-range poke, since it's cancelable on hit, block, and whiff. Has nice priority. | |||
| phases = | |||
}} | }} | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_std | |||
{{ | | description = *Good longer-range poke. His best normal for stopping hops. | ||
| phases = | |||
}} | }} | ||
===Crouch Normals=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_cra | |||
| description = *Good for combos or blockstrings. Chainable and cancelable. | |||
| phases = | |||
}} | }} | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_crb | |||
{{ | | description = *Standard low move for low combos or blockstrings. Has limited low-profile properties. Chainable. | ||
| phases = | |||
}} | }} | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_crc | |||
| 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. | |||
| phases = | |||
}} | }} | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_crd | |||
| description = *Has long range but terrible recovery. | |||
| phases = | |||
}} | }} | ||
===Jump Normals=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_ja | |||
| description = *Has a lot of active frames. Can be used as an air-to-air or jump-in. | |||
| phases = | |||
}} | }} | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_jb | |||
{{ | | description = *Fast air-to-air with good range. | ||
| phases = | |||
}} | }} | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_jc | |||
{{ | | 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. | ||
| phases = | |||
}} | }} | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_jd | |||
{{ | | description = *Good air-to-air that can also hit grounded opponents. | ||
| phases = | |||
}} | }} | ||
===Blowback Normals=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_stcd | |||
| 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. | |||
| phases = | |||
}} | }} | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_jcd | |||
{{ | | description = *Has good priority forwards, so can be a good air-to-air. | ||
| phases = | |||
}} | }} | ||
==Throws== | |||
'''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. | |||
'''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. | |||
==Command Normals== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_fa | |||
| description = *Iori does a strike forwards. | |||
*Can combo from lights and heavies. | *Can combo from lights and heavies. | ||
*Therefore, it's best to just use the first hit and skip the second one. | *Therefore, it's best to just use the first hit and skip the second one. | ||
*Both hits cancelable both raw and when cancelled into. | *Both hits cancelable both raw and when cancelled into. | ||
*Key to Iori's combos. | *Key to Iori's combos. | ||
| phases = | |||
}} | }} | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_faa | |||
| description = *This 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. | |||
| phases = | |||
}} | }} | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_rawfb,iori_cancelfb | |||
| description2 = *A slow overhead. | |||
*Loses the overhead property if cancelled into. | *Loses the overhead property if cancelled into. | ||
*If you cancel into it, you can cancel into Special Moves/DMs. | *If you cancel into it, you can cancel into Special Moves/DMs. | ||
| phases = | |||
}} | }} | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_jbb | |||
| description = *A very good crossup kick that can be combo-ed into. | |||
*Will whiff on short crouchers. | *Will whiff on short crouchers. | ||
| phases = | |||
}} | }} | ||
==Special Moves== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_qcfa, iori_qcfc | |||
| description2 = *A ground-travelling projectile. | |||
== Special Moves == | |||
{{ | |||
*A version travels slowly, while C version travels much faster. | *A version travels slowly, while C version travels much faster. | ||
*Combos from lights and heavies. | *Combos from lights and heavies. | ||
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*Good for projectile wars, or to use as a longer-ranged poke. | *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. | *Can be made unblockable with his command grab thanks to the unblockable projectile bug. | ||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_dpa | |||
{{ | | description = *A DP that lacks full Invulnerability to be a reversal, but still can be a good as a occasional anti-air | ||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_dpc | |||
| description = *A good DP that can be used as a Reversal. | |||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_qcba,iori_qcbaa,iori_qcbaaa,iori_qcbc,iori_qcbcc,iori_qcbccc | |||
| description = *The first two hits are mids, and the third one hits overhead. | |||
| | |||
*Iori's main combo special. The light version combos from lights. | *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. | *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. | *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. | *The A Rekkas knock the enemy back a bit on hit. | ||
| description4 = *The first two hits are mids, and the third one hits overhead. | |||
*Iori's main combo special. The heavy version combos from heavies. | *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. | *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. | *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. | *The full C rekkas make them land right next to Iori with a hard knockdown, setting up a few wakeup options. | ||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_dpb,iori_dpd | |||
| description = *Iori does a leap forwards and hits with his flames. | |||
*Iori does a leap forwards and hits with his flames. | |||
*B version travels a shorter distance | *B version travels a shorter distance | ||
*B version can be cancelled into his qcb+P on contact | *B version can be cancelled into his qcb+P on contact | ||
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*Has a little bit of startup invincibility. | *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. | *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. | ||
| description2 = *Iori does a leap forwards and hits with his flames. | |||
*Iori does a leap forwards and hits with his flames. | |||
*D version travels a longer distance | *D version travels a longer distance | ||
*D version is cancellable into any special move. | *D version is cancellable into any special move. | ||
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*Has a little bit of startup invincibility. | *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. | *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. | ||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_hcbb,iori_hcbd | |||
{{ | | 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. | *B version runs a shorter distance. | ||
*Has low invincibility during the run. | *Has low invincibility during the run. | ||
*Will combo from heavies, but only at close range. | *Will combo from heavies, but only at close range. | ||
*Can be used as a decent longer-range punish. | *Can be used as a decent longer-range punish. | ||
*Unsafe on block. | *Unsafe on block. | ||
| description2 = *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. | *D version runs a longer distance. | ||
*Has low invincibility during the run. | *Has low invincibility during the run. | ||
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*Can be used as a decent longer-range punish. | *Can be used as a decent longer-range punish. | ||
*Unsafe on block. | *Unsafe on block. | ||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_hcbfp | |||
| description = *Iori grabs hold of the opponent and shoves them behind him. | |||
*Iori grabs hold of the opponent and shoves them behind him. | |||
*A command grab that lets Iori follow up with a combo afterwards. | *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. | *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. | *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. | *Has longer startup than most command grabs while also not being fully invincible, but despite this it's still good. | ||
| phases = | |||
}} | }} | ||
==Desperation Moves== | |||
== Desperation Moves == | {{FrameDataCargo-KOF98FE | ||
| moveId = iori_qcfhcba,iori_qcfhcbc | |||
{{ | | description2 = *A Version goes a shorter distance, C version goes a longer distance | ||
*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. | *Has some low-profile startup frames, so it can go under some airborne projectiles. | ||
*Can be combo-ed into from lights and heavies. | *Can be combo-ed into from lights and heavies. | ||
*Causes soft knockdown. | *Causes soft knockdown. | ||
| phases = | |||
}} | }} | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_qcbhcfa,iori_qcbhcfc | |||
| description2 = *Iori sends out a big blast of flames. | |||
*The A version only reaches a bit in front of Iori, while the C version travels a bit more than halfscreen. | |||
*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. | *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. | *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 projectile's size is only as big as his qcf+P, so it can be jumped over and even hopped over with good timing. | ||
| phases = | |||
}} | |||
==Super Desperation Moves== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_qcfhcbsdm | |||
| description = *Does more damage than the regular versions, but is much slower. | |||
*Can be combo-ed into from heavies. | |||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = iori_qcbhcfsdm | |||
| 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. | |||
| phases = | |||
* | |||
}} | }} | ||
Revision as of 16:07, 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.
Movelist
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 Standing Normals
close A
cl.A
cl.A |
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close B
cl.B
cl.B |
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close C
cl.C
cl.C |
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close D
cl.D
cl.D |
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Far Standing Normals
far A
5A
A |
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far B
5B
B |
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far C
5C
C |
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far D
5D
D |
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Crouch Normals
crouch A
2A
2A |
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crouch B
2B
2B |
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crouch C
2C
2C |
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crouch D
2D
2D |
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Jump Normals
jump A
j.A
j.A |
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jump B
j.B
j.B |
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jump C
j.C
j.C |
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jump D
j.D
j.D |
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Blowback Normals
stand CD
5CD
CD |
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jump CD
j.CD
j.CD |
---|
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.
Command Normals
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Desperation Moves
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Super Desperation Moves
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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