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The King of Fighters XIV/Iori Yagami
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Ge-Shiki • Gofu In 'Shinigami' - +
Special Moves
108 Shiki • Yamibarai - + / (*)
127 Shiki • Aoibana 1 - + / (*)
212 Shiki • Kototsuki In - + / (*)
311 Shiki • Tsumakushi - + / (*)
Super Special Moves
Ura 1018 Shiki • Yashiori - + / (!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters | Anywhere | (Combo 1) = (damage number here) dmg |
Gameplay Overview
Iori is one of the most versatile characters in KOF, with a wide array of normals and specials for both offense and defense. He uses his high mobility and his dominant normals to flit in and out of ranges as he needs for zoning or pressure. When Iori is in your face, he can pour on the pressure with hop pressure, ground overheads, strong lows, a command throw that starts a combo, and one of the nastiest crossups in the game. At range, he has a Shoryuken-style move to anti-air and wake up with, some great counterpokes, anti-air and air-to-air normals, as well as a decent projectile to fight fireball wars with. He has some of the deadliest MAX mode conversions in the game and a phenomenal Climax Art. His versatility and superb use of meter makes him a great fit for any team, in any order. His execution requirements range from low to medium-high depending on what you want to do with him, making him usable by both beginners and veterans.
Normals
Standing
Far A
Far B
Far C
Far D
Close
Close A
Close B
Close C
Close D
Crouching
Crouching A
Crouching B
Crouching C
Crouching D
Jumping
Jump A
Jump B
Jump C
Jump D
Blowback Stand CD Jumping CD
Throws
Sakahagi - (b/f+C) close
- (description)
- Can be broken
- (soft or hard knockdown)
Kanyarai - (b/f+D) close
- (description)
- Can be broken
- (soft or hard knockdown)
Command Moves
Ge-shiki * Yumebiki - - (f+A)
- (description here)
- Additional command - (A)
- (description here)
Ge-shiki * Yuri Ori - (back+B) in air
- (description here)
Ge-shiki * Gofu In "Shinigami" - (f+B)
- (description here)
Special Moves
Yami Barai - (qcf + A/C)
- (description here)
- (description here)
- (description here)
EX: (description here)
Oniyaki - (dp + A/C)
- (description here)
- (description here)
- (description here)
EX: (description here)
127 Shiki * Aoibana 1 - (qcb + A/C)
- (description here)
- (description here)
- (description here)
EX: (description here)
- 127 Shiki * Aoibana 2 - (qcb + A/C)
- (description here)
- 127 Shiki * Aoibana 3 - (qcb + A/C)
- (description here)
212 Shiki * Kototsuki In - (hcb + B/D)
- (description here)
- (description here)
- (description here)
- EX: (description here)
Kuzukaze - (hcb,f + A/C)
- (description here)
- (description here)
- (description here)
EX: (description here)
311 Shiki * Tsumakushi - (dp + B/D)
- (description here)
- (description here)
- (description here)
EX: (description here)
Super Special Moves
Kin 1211 Shiki * Yaotome - (qcf~hcb + A/C)
- (description here)
- (description here)
- (description here)
Max:
- Ura 316 Shiki * Saika - (qcfx4 + B/D)
- (description here)
- (description here)
- (description here)
Max:
Ura 1018 Shiki * Yashiori - (qcb~hcf + A/C)
- (description here)
- (description here)
- (description here)
Max:
Climax Super Special Moves
Kin 1218 Shiki * Yatagarasu - - (qcf, qcf + B+D)
- (description here)
- (description here)
- (description here)
Combos
- (any special information about the character combos if needed)
0 meter
- (place combo here) = (place damage amount here)
(place combo description here)
1 meter
- (place combo here) = (place damage amount here)
(place combo description here)
2 meters
- (place combo here) = (place damage amount here)
(place combo description here)
3 meters
- (place combo here) = (place damage amount here)
(place combo description here)
4 meters
- (place combo here) = (place damage amount here)
(place combo description here)
5 meters
- (place combo here) = (place damage amount here)
(place combo description here)