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The King of Fighters XIV/Iori Yagami

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Movelist

(*) = EX OK

(!) = MAX OK

Throws

Sakahagi - close / +

Kanyarai - close / +

Command Normals

Ge-Shiki • Yumebiki - +

Ge-Shiki • Yumebiki (Follow Up) -

Ge-Shiki • Gofu In 'Shinigami' - +

Ge-Shiki • Yuriori - in air +

Special Moves

108 Shiki • Yamibarai - + / (*)

100 Shiki • Oniyaki - + / (*)

127 Shiki • Aoibana 1 - + / (*)

127 Shiki • Aoibana 2 - [127 Shiki • Aoibana 1] + /
127 Shiki • Aoibana 3 - [127 Shiki • Aoibana 2] + /

212 Shiki • Kototsuki In - + / (*)

Kuzukaze - close, , + / (*)

311 Shiki • Tsumakushi - + / (*)

Super Special Moves

Kin 1211 • Yaotome - + / (!)

Ura 316 Shiki • Saika [Kin 1211 • Yaotome or ] x4 +

Ura 1018 Shiki • Yashiori - + / (!)

Climax Super Special Moves

Kin 1218 Shiki • Yatagarasu +

Quick Combo Reference

Quick Combo Reference

Notation


0 Meter

Low, Anywhere
Anywhere
Close, Anywhere

(cr.B, cr.A, f+A, qcb+Cx3) = (185 DMG)
(j.C, cl.C, f+A, qcb+Cx3) = (268 DMG)
(hcb~f+P, ff, cl.C, f+A, qcb+Cx3) = (198 DMG)

1 Meter

Anywhere
Anywhere

(j.C, cl.C, f+A, [MAX] cl.C, f+A, qcb+ACx3, hcb+BD) = (383 dmg)
(C+D, qcf+A, [SC] qcf~hcb+P) = (312 dmg)

2 Meters

Anywhere
Anywhere

(j.C, cl.C, f+A, [MAX] cl.C, f+A, qcb+ACx3, qcb+A, [SC] qcf~hcb+P) = (546 dmg)
(C+D, qcf+A, [SC] qcf~hcb+P, qcfx4+AC) = (428 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: Plus on block, but not special-cancellable. Can chain into itself at a very specific spacing. Generally not as much of an all-purpose poke as far B. Super-cancellable.

Far B: Minus but safe on block. Can be a surprisingly good anti-hop move due both to its range and how far it reaches from Iori's vulnerable face. Chains from his A normals and crouching B. Not special or super-cancellable, but a useful MAX cancel starter.

Far C: Fast, minus but safe. Doesn't hit quite as high as the graphic might suggest, making it a situational anti-air compared to cr.C and cl.C. No longer special-cancellable like in old games. Still super-cancellable.

Far D: Slightly minus on block. One of Iori's best pokes, with great range, speed, and safety to attempt counterpokes with. A great candidate for MAX cancel conversions.

Close

Close A: Plus on block, special/super cancellable, and chains to command normals and his other A/B normals (except st.A). Leaves Iori close enough on hit to combo Kuzukaze. Advantageous enough on hit to link cl.C. Great combo/string filler and frame trap/pressure tool.

Close B: Hits low, plus on block. Can link cl.C after on hit. Special/super-cancellable, and chains to command normals. Not chainable to other A/B normals. Still a great close-range tool.

Close C: Minus on block, but otherwise an excellent frame-trap tool, combo filler, and close-range/run-under anti-air. Special/super-cancellable, chains to command normals, and is fast enough to link from Iori's cl.A, cl.B, and cr.A normals.

Close D: Minus but safe on block. Super-cancellable, but not chainable or special-cancellable. Whiffs on many crouching opponents. In most situations where you might use this move (combo filler, run-under anti-air), cl.C is a better choice.

Crouching

Crouching A: Plus on block, special-cancellable, and chains to command normals. A core pressure tool with his c.B and great string filler since it can chain to cl.A, cl.B, and c.B.

Crouching B: An especially great c.B because it shrinks Iori's already low crouch even farther to the ground, making it great to duck under many non-deep jump-ins for an anti-air combo. Chains to all of Iori's other light normals, making it great for blockstrings and hit-confirms.

Crouching C: Minus but safe on block. Reaches high above Iori's head, and can hit crouching opponents right in front of him. A great short-notice anti-air for when you can't react with a DP. Great 0-bar combo filler from Kuzukaze as well. Special/super-cancellable, and chains to command normals.

Crouching D: A very high-risk sweep despite its fast startup, since it's not special/super/chain-cancellable and very punishable on block. Iori players should really steer clear of using this sweep to whiff punish in favor of his other long-reaching pokes. The only way to make this safe is to MAX cancel it (it combos into hcb+BD).

Jumping

Jump A: Has short range but a nice number of active frames. Best used either for defensive air-to-air or as an early hop attack, but it can be low profiled by short c.B's.

Jump B: One of Iori's best air-to-airs for offensive and defensive jumps. Good startup, good active frames, good range, its only downside is that it doesn't reach very deep and can be ducked under by many anti-air normals.

Jump C: Iori's deepest jump-in besides j.CD and Yuriori. Has enough speed and active frames to be quite effective when thrown out early to try and stuff anti-air normals.

Jump D: Slightly longer range than j.B. A great defensive air-to-air from a back hop or back jump, as well as a max-range offensive hop attack. Can be low-profiled by c.B's like Iori's own.

Blowback

Stand CD: Minus on block, but special cancellable even on whiff. Punishable by fast supers. Reasonably fast, but not a lot of range. However, it can be hit-confirmed midscreen without special-cancelling via his qcf+C fireball into Yaotome.

Jumping CD: One of Iori's deepest jump-ins. Slow, but its depth helps give Iori massive advantage on block, and sets up fuzzy-guard mixups with his j.A.

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)

  • A fast, special cancellable combo tool
  • Punishable on block
  • Chains off of many of Iori's lights, as well as cl.C and cr.C.
Additional command - (A)
  • Can stuff hop attempts after a blockstring but not really useful otherwise, since hit confirms put you outside it's range in combos.
  • Could leave you close enough for a Kuzukaze to combo if done raw or after b+B.

Ge-shiki * Yuri Ori - (back+B) in air

  • A nasty command cross-up that boasts a large amount of block/hitstun making it an important tool in Iori's mixup.

Ge-shiki * Gofu In "Shinigami" - (f+B)

  • A slow standing overhead with 24 frames start up.
  • Punishable on block.
  • Super cancellable, and a strong MAX cancel starter.

Special Moves

Yami Barai - (qcf + A/C)

  • (A ground-riding projectile.)
  • (Both versions are fast and negative on block.)
  • (A version is slightly slower, making it safer for ending blockstrings, and approach.)
  • (C version is blazing fast and can catch your opponent off guard.)
  • (Note: if cancelling f+A into Yami Barai, use a tk motion, qcf~uf, so that you don't end up with Oniyaki. )

EX: (A very short range projectile that recovers quickly and puts hit opponents in crumple state. Mostly used as combo filler in MAX mode for second and anchor positions.)


Oniyaki - (dp + A/C)

  • (A flaming uppercut.)
  • (A version is short and recovers more quickly, but has no invuln)
  • (If only the last hit connects on an aerial opponent, it is possible to combo into EX Yaotome.)
  • (C version is longer, has a long recovery, and some invuln on startup.)

EX: (Iori does 3 uppercuts in a row. Has much more invuln, and does more damage. can be used as a combo finisher.)


127 Shiki * Aoibana 1 - (qcb + A/C)

  • (The start of Iori's infamous rekka. The last hit of the rekka will knockdown and hit overhead.)
  • (A version is faster and slightly safer (but still not safe), but doesn't travel as far or do as much damage.)
  • (Fast enough combo after cl.B, cl.A, and cr.A)
  • (C version is slower, more damaging, and travels further.)
  • (Will combo after f+A, cl.C or cr.C)

EX: (travels further than C version, does slightly more damage, and puts opponent in juggle state on the last hit of the rekka series.)

127 Shiki * Aoibana 2 - (qcb + A/C)
  • (In all versions, the second hit of the rekka is even more negative, and will knock back on hit.)
127 Shiki * Aoibana 3 - (qcb + A/C)
  • (Hits overhead and yields a hard knockdown. EX version hits mid and launches. Both versions are extremely unsafe.)


212 Shiki * Kototsuki In - (hcb + B/D)

  • (A running hitgrab (can be blocked) that is -17 on block.)
  • (C version travels further than A)
  • (Only use if hit confirmed.)
  • EX: (Skips the run and just does the grab part. fast, but still blockable as well as punishable, and will hit OTG.)
  • (Useful as a combo finisher since it gives hard knockdown.)


Kuzukaze - (hcb,f + A/C)

  • (A slow 14f command grab that pulls the opponent behind you.)
  • (Has enough hitstun to connect either a run-forward cl.C or a cr.C for a combo. Can use f.D or f.C if you are MAX cancelling. cr.C is the easiest option, while cl.C is the strongest.)

EX: (Same as meterless version, but 15f invuln startup.)


311 Shiki * Tsumakushi - (dp + B/D)

  • (Iori does a jump slash.)
  • (All versions are slow and negative on block. Hard knockdown on hit.)

EX: (On hit, will leave opponent in a short juggle state for combos.)

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

  • When Advanced Cancelling Iori's Maiden Masher into his Climax, delay the cancel a hair so that you get the full animation (where the screen turns red) and more damage.

Notation

Rush Auto Combo

Meterless: Does 175 damage. 3 hits followed by light punch Aoibana(rekka).

1 Meter: Does 242 damage. 3 hits followed by Yaotome(super)

EX: Used in MAX mode. Does 370 damage. 3 hits followed by MAX Yaotome(super)

0 meter

  • cr.B, cr.A, f+A, qcb+Cx3 (185 dmg)

(This is the go-to low confirm.)

  • cr.B, cr.B, cr.A qcb.Ax3 (174 dmg)

(A slightly easier hit confirm for a little less damage.)

  • j.C, cl.C, f+A, qcb+Cx3 (268 dmg)

(The go-to close confirm and jump(and j.4B) confirm. It's basically the same as the light confirm.)

  • j.C, cl.C, hcb+K (273 dmg)

(Does more damage, but you have less time to confirm.)

  • hcb~f+P, ff, cl.C, f+A, qcb+Cx3 (198 dmg)

(If you find connecting the cl.C f+A difficult, you can substitute 2C for a little less damage.)

  • j.4B, f+A~A, hcb~f+P, ff, cl.C, f+A, qcb+Cx3 (287 dmg)

(Use of this combo is niche at best, but you get good damage. Since you switch sides, you could use this to keep them in the corner.)

1 meter

  • j.C, cl.C, f+A, qcb+Cx2, [SC] qcf~hcb+P (381 dmg)

(Delay the super cancel if you are midscreen, else you'll fly under them.)

  • j.C, cl.C, f+A, [MAX] cl.C, f+A, qcb+ACx3, hcb+BD (383 dmg)

(Damage is only barely higher than the super route, but you get better oki.)

  • j.C, cl.C, f+A, [MAX] cl.C, qcf+AC, dp+BD, dp+AC (395 dmg) {1250/1500 max}

(Time the finisher dp a hair late to get all the hits in.)

  • C+D, qcf+A, qcf~hcb+P (312 dmg)

(cancel C+Ds with qcf+A whenever you use it, and buffer the super. Will take some practice to confirm.)

2 meters

  • j.C, cl.C, f+A, qcb+Cx2, [SC] qcf~hcb+AC (491 dmg)

(Easier to connect than the 1 meter version, same otherwise.)

  • j.C, cl.C, f+A, [MAX] cl.C, f+A, qcb+ACx3, qcb+A, [SC] qcf~hcb+P (561 dmg)

(A simple 2 meter combo to use when Iori is the battery.)

  • (corner) j.C, cl.C, f+A, [MAX] cl.C, f+A, qcb+ACx3, qcf+A, [SC] qcf~hcb+P (581 dmg)

(Same as the above combo, but you super cancel a fireball at the end.)

  • j.C, cl.C, f+A, [MAX] cl.C, qcf+AC, dp+BD, qcf+A, [SC] qcf~hcb+P (577 dmg) {1250/1500 max}

(Although it does slightly less damage, it can be used midscreen.)

  • (corner) j.C, cl.C, f+A, [MAX] cl.C, qcf+AC, dp+BD, qcf+A, dp+A, [SC] qcf~hcb+P (609 dmg) {1500 max}

(If you are an anchor, this could give you the extra inch.)

  • C+D, qcf+A, [SC] qcf~hcb+P, qcfx4+AC (428 dmg)

(Same as the 1 meter blowback combo, but with the super followup. Use the 1 bar super w/ follow up instead of the MAX version.)

  • dp+A(last hit), qcf~hcb+AC (368 dmg)

(A really uncommon combo you can do if you are anti-airing with dp+A. If ONLY the last hit connects, you have plenty of time to buffer the super.)

3 meters

  • j.C, cl.C, f+A, qcb+Cx2, [CC] qcfx2+BD (560 dmg)

(Same as the 2 meter version, but you use Climax instead.)

  • j.C, cl.C, f+A, [MAX] cl.C, f+A, qcb+ACx3, qcb+A, [SC] qcfx2+BD (578 dmg)

(Only marginally more damaging than 2 meter combo. Only use if you'll finish them off.)

  • (corner) j.C, cl.C, f+A, [MAX] cl.C, f+A, qcb+ACx3, qcf+A, [SC] qcfx2+BD (598 dmg)

(Same as above)

  • j.C, cl.C, f+A, [MAX] cl.C, qcf+AC, dp+BD, qcf+A, [SC] qcf~hcb+P (591 dmg) {1250/1500 max}

(Same as above)

  • (corner) j.C, cl.C, f+A, [MAX] cl.C, qcf+AC, dp+BD, qcf+A, dp+A, [SC] qcfx2+BD (626 dmg) {1500 max}

(Same as above)

4 meters

  • j.C, cl.C, f+A, qcb+Cx2, [SC] qcf~hcb+P, [CC] qcfx2+BD (647 dmg)

(Delay the super cancel if you are midscreen, else you'll fly under them. This is the cheapest climax cancel you are gonna get.)

5 meters

  • j.C, cl.C, f+A, qcb+Cx2, [SC] qcf~hcb+AC, [CC] qcfx2+BD (757 dmg)

(The easiest way to blow all your meter at once.)

  • j.C, cl.C, f+A, [MAX] cl.C, f+A, qcb+ACx3, qcb+A, [SC] qcf~hcb+P, [CC] qcfx2+BD (801 dmg)

(Same combo you've been doing, just with a climax cancel.)

  • (corner) j.C, cl.C, f+A, [MAX] cl.C, f+A, qcb+ACx3, qcf+A, [SC] qcf~hcb+P, [CC] qcfx2+BD (821 dmg)

(Same as above)

  • j.C, cl.C, f+A, [MAX] cl.C, qcf+AC, dp+BD, qcf+A, [SC] qcf~hcb+P, [CC] qcfx2+BD (814 dmg) {1250/1500 max}

(Same as above)

  • (corner) j.C, cl.C, f+A, [MAX] cl.C, qcf+AC, dp+BD, qcf+A, dp+A, [SC] qcf~hcb+P, [CC] qcfx2+BD (849 dmg) {1500 max}

(Anchor only, super cancelling dp is as easy as the qcf.)

Misc

Videos

A Simple Iori Safejump

External Links

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina