Difference between revisions of "The King of Fighters '98 UMFE/Iori Yagami"

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Line 116: Line 116:
Low
Low


: <code>cr.B, cr.A, f+A, qcb+Cx3
: <code>cr.B, cr.A, f+A, qcb+Cx3</code>:


Anywhere
Anywhere


: <code>(j.X), cl.C, f+A, qcb+Cx3
: <code>(j.X), cl.C, f+A, qcb+Cx3</code>:


: <code>hcb,f+P, st.C, qcb+Cx3
: <code>hcb,f+P, st.C, qcb+Cx3</code>:


: <code>hcb,f+P, run-up cl.C, f+A, qcb+Cx3
: <code>hcb,f+P, run-up cl.C, f+A, qcb+Cx3</code>:


===With Meter===
===With Meter===
Low
Low


: <code>cr.B, cr.A, f+A, qcf,hcb+P
: <code>cr.B, cr.A, f+A, qcf,hcb+P</code>:


Anywhere
Anywhere


: <code>(j.X), cl.C, f+A, qcf,hcb+P
: <code>(j.X), cl.C, f+A, qcf,hcb+P</code>:


: <code>hcb,f+P, st.C, qcf,hcb+P
: <code>hcb,f+P, st.C, qcf,hcb+P</code>:


: <code>hcb,f+P, run-up cl.C, f+A, qcf,hcb+P
: <code>hcb,f+P, run-up cl.C, f+A, qcf,hcb+P</code>:


===With Quick MAX===
===With Quick MAX===
Line 143: Line 143:
Corner
Corner


: <code>cr.B, cr.A, f+A, qcb+Cx2, ABC, qcf,hcb+P
: <code>cr.B, cr.A, f+A, qcb+Cx2, ABC, qcf,hcb+P</code>:


: <code>(j.X), cl.C, f+A, qcb+Cx2, ABC, qcf,hcb+P
: <code>(j.X), cl.C, f+A, qcb+Cx2, ABC, qcf,hcb+P:</code>:


== Strategy & Tips ==
== Strategy & Tips ==

Revision as of 03:12, 15 October 2021

Kyo98umfeiori.jpg

Notationkof.png
Kof98umfeiorimovelist.png


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

King of Fighters 98 UM FE: Iori Guide by Mash It Out

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro