- A version lacks full Invulnerability to be a reversal, but still can be a good as a occasional anti-air
- C version is a good DP that can be used as a Reversal.
Difference between revisions of "The King of Fighters '98 UMFE/Iori Yagami"
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{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
|ext= | |ext=png | ||
| 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. | | 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. | 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. | ||
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Normals: | Normals: | ||
* | * 2A hurtbox is taller | ||
* | * 2B hurtbox is taller, so some projectiles can no longer be low-profiled | ||
Specials: | Specials: | ||
* | * 623C now hits consistently, even against airborne opponents | ||
<ul><li>The time that the hurtbox for {{Hover|214P|214P}} becomes lower is reduced by 3 frames</li> | |||
<li>{{Hover|632146P|632146P}} startup is 3 frames faster, but invincibility frames are reduced</li></ul> | |||
Supers: | Supers: | ||
<ul><li>{{Hover|2363214P|2363214P}} is no longer a hard knockdown</li> | |||
<li>{{Hover|2141236P|2141236P}} changed: now deals damage at once when it hits, but none when the opponent is stunned; also reduced stunned time</li></ul> | |||
'''98UM to 98UMFE''' | '''98UM to 98UMFE''' | ||
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Specials: | Specials: | ||
<ul><li>{{Hover|632146P|632146P}} has more recovery after the throw, so it's harder to connect attacks afterwards</li></ul> | |||
==Normals== | ==Normals== | ||
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{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = iori_stb | | moveId = iori_stb | ||
| description = | | description = <ul><li>Short to mid-range poke with some decent priority. Has longer range than {{Hover|st.A|A}}.</li></ul> | ||
| phases = | | phases = | ||
}} | }} | ||
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{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = iori_stcd | | 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. | | description = *Has good priority and fairly fast startup speed for a {{Hover|st.CD|CD}}, so it makes for a decent poke. Cancelable on hit, block, and whiff. | ||
| phases = | | phases = | ||
}} | }} | ||
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==Throws== | ==Throws== | ||
===Reverse Skinner=== | ===Reverse Skinner=== | ||
'''Reverse Skinner:''' <code> | '''Reverse Skinner:''' <code>{{Hover|4/6C|4/6C}} (close)</code> | ||
* Regular throw, techable. Iori claws at the opponent, sending them flying almost fullscreen forwards with a soft knockdown. | * Regular throw, techable. Iori claws at the opponent, sending them flying almost fullscreen forwards with a soft knockdown. | ||
===Double-reverse Skinner=== | ===Double-reverse Skinner=== | ||
'''Double-reverse Skinner:''' <code> | '''Double-reverse Skinner:''' <code>{{Hover|4/6D|4/6D}} (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. | * 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== | ==Command Normals== | ||
===Dream Blast=== | ===Dream Blast=== | ||
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*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. | ||
| description2 = | | description2 = <ul><li>This will whiff if there was too much pushback before the first hit; it will, for example, whiff after a cl.C, {{Hover|f+A or cr.B, cr.A, f+A|6A or 2B, 2A, 6A}}.</ul></li> | ||
}} | }} | ||
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{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = iori_qcf+a, iori_qcf+c | | moveId = iori_qcf+a, iori_qcf+c | ||
| input = | | input = 236A/C | ||
| input2 = | | input2 = 236A/C | ||
| description2 = *A ground-travelling projectile. | | description2 = *A ground-travelling projectile. | ||
*A version travels slowly, while C version travels much faster. | *A version travels slowly, while C version travels much faster. | ||
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{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = iori_dp+a, iori_dp+c | | moveId = iori_dp+a, iori_dp+c | ||
| input = | | input = 623A/C | ||
| input2 = | | input2 = 623A/C | ||
|image=iori_dpA1_umfe.png | |image=iori_dpA1_umfe.png | ||
|image2=iori_dpA2_umfe.png | |image2=iori_dpA2_umfe.png | ||
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{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = iori_qcb+a,iori_qcb+a>qcb+p,iori_qcb+a>qcb+p>qcb+p,iori_qcb+c,iori_qcb+c>qcb+p,iori_qcb+c>qcb+p>qcb+p | | moveId = iori_qcb+a,iori_qcb+a>qcb+p,iori_qcb+a>qcb+p>qcb+p,iori_qcb+c,iori_qcb+c>qcb+p,iori_qcb+c>qcb+p>qcb+p | ||
| input = ( | | input = (214A/C)x1~3 | ||
| input2 = ( | | input2 = (214A/C)x1~3 | ||
| description6 = *The first two hits are mids, and the third one hits overhead. | | description6 = *The first two hits are mids, and the third one hits overhead. | ||
*Iori's main combo special. The light version combos from lights and the heavy version from heavies. | *Iori's main combo special. The light version combos from lights and the heavy version from heavies. | ||
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{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = iori_dp+b,iori_dp+d | | moveId = iori_dp+b,iori_dp+d | ||
| input = | | input = 623B/D | ||
| input2 = | | input2 = 623B/D | ||
| description2 = *Iori does a leap forwards and hits with his flames. | | description2 = *Iori does a leap forwards and hits with his flames. | ||
*B version travels a shorter distance than D version. | *B version travels a shorter distance than D version. | ||
*B version can be cancelled into his qcb+P on contact whereas D version is cancellable into any special move. | *B version can be cancelled into his qcb+P on contact whereas D version is cancellable into any special move. | ||
<ul><li>Unsafe on block, and since his qcb+P is also not safe on block there's no real way to reduce risk. However {{Hover|dp+D, qcf+A|623D, 236A}} is a fairly safe option.</ul></li> | |||
*Can go over some lows. | *Can go over some lows. | ||
*Has a little bit of startup invincibility. | *Has a little bit of startup invincibility. | ||
<ul><li>Main use is for baiting guard cancel CD. Just cancel your normal into {{Hover|dp+D and go into qcf+A|623D and go into 236A}} if there is no Guard Cancel. If there is a Guard Cancel you can react and either cancel into Maiden Masher or Rekkas.</ul></li> | |||
}} | }} | ||
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{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = iori_hcb+b,iori_hcb+d | | moveId = iori_hcb+b,iori_hcb+d | ||
| input = | | input = 63214B/D | ||
| input2 = | | input2 = 63214B/D | ||
| description2 = *Iori runs forwards and hits the opponent. If successful, he takes them to the ground and blows them up with flames. | | description2 = *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. D version runs a longer distance. | *B version runs a shorter distance. D version runs a longer distance. | ||
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{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = iori_qcfhcb+a,iori_qcfhcb+c | | moveId = iori_qcfhcb+a,iori_qcfhcb+c | ||
| input = | | input = 2363214A/C | ||
| input2 = | | input2 = 2363214A/C | ||
| description2 = *A Version goes a shorter distance, C version goes a longer distance | | description2 = *A Version goes a shorter distance, C version goes a longer distance | ||
*Iori crouches low and dashes forwards, doing a Ranbu on hit. | *Iori crouches low and dashes forwards, doing a Ranbu on hit. | ||
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{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = iori_qcbhcf+a,iori_qcbhcf+c | | moveId = iori_qcbhcf+a,iori_qcbhcf+c | ||
| input = | | input = 2141236A/C | ||
| input2 = | | input2 = 2141236A/C | ||
| description2 = *Iori sends out a big blast of flames. | | 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, while the C version travels a bit more than halfscreen. | ||
*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. | ||
<ul><li>The projectile's size is only as big as his {{Hover|qcf+P|236P}}, so it can be jumped over and even hopped over with good timing.</ul></li> | |||
| phases = | | phases = | ||
}} | }} | ||
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{{#ev:youtube|GvGWCkcVaNk|||'''King of Fighters 98 UM FE: Iori Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}} | {{#ev:youtube|GvGWCkcVaNk|||'''King of Fighters 98 UM FE: Iori Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}} | ||
== | == Navigation == | ||
{{CharNavbox 98FE}} | |||
{{Navbox 98UMFE}} | {{Navbox 98UMFE}} | ||
[[Category:The King of Fighters '98 Ultimate Match Final Edition]] | [[Category:The King of Fighters '98 Ultimate Match Final Edition]] | ||
[[Category:Iori Yagami]] | [[Category:Iori Yagami]] |
Latest revision as of 00:17, 20 November 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 he lacks certain kinds of ground moves, so his grounded poking game can feel a bit lacking. Notably, his sweep, while a great whiff punisher, is unsafe on block, and his standing B isn't the long and fast mid poke that some other characters have.
Movelist
Changes from Previous Versions
98 to 98UM
Normals:
- 2A hurtbox is taller
- 2B hurtbox is taller, so some projectiles can no longer be low-profiled
Specials:
- 623C now hits consistently, even against airborne opponents
- The time that the hurtbox for 214P 214P becomes lower is reduced by 3 frames
- 632146P 632146P startup is 3 frames faster, but invincibility frames are reduced
Supers:
- 2363214P 2363214P is no longer a hard knockdown
- 2141236P 2141236P 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:
- 632146P 632146P has more recovery after the throw, so it's harder to connect attacks afterwards
Normals
Close Standing Normals
close A
cl.A
cl.A |
---|
close B
cl.B
cl.B |
---|
close C
cl.C
cl.C |
---|
close D
cl.D
cl.D |
---|
Far Standing Normals
far A
5A
A |
---|
far B
5B
B |
---|
far C
5C
C |
---|
far D
5D
D |
---|
Crouch Normals
crouch A
2A
2A |
---|
crouch B
2B
2B |
---|
crouch C
2C
2C |
---|
crouch D
2D
2D |
---|
Jump Normals
jump A
j.A
j.A |
---|
jump B
j.B
j.B |
---|
jump C
j.C
j.C |
---|
jump D
j.D
j.D |
---|
Blowback Normals
stand CD
5CD
CD |
---|
jump CD
j.CD
j.CD |
---|
Throws
Reverse Skinner
Reverse Skinner:
4/6C
4/6C (close)
- Regular throw, techable. Iori claws at the opponent, sending them flying almost fullscreen forwards with a soft knockdown.
Double-reverse Skinner
Double-reverse Skinner:
4/6D
4/6D (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
Dream Blast
Dream Blast
6A
6A |
---|
Thunder Axe Shadow Reaper
Thunder Axe Shadow Reaper
6B
6B |
---|
Lily Breaker
Lily Breaker
j.4B
j.4B |
---|
Special Moves
Fire Ball
Fire Ball
236A/C
236A/C |
---|
Dark Thrust
Dark Thrust
623A/C
623A/C |
---|
Deadly Flower
Deadly Flower
(214A/C)x1~3
(214A/C)x1~3 |
---|
Slash Talon Comb
Slash Talon Comb
623B/D
623B/D |
---|
Dark Crescent Slice
Dark Crescent Slice
63214B/D
63214B/D |
---|
Scum Gale
Scum Gale
632146A/C
632146A/C |
---|
Desperation Moves
Maiden Masher
Maiden Masher
2363214A/C
2363214A/C |
---|
One For The Road Blast
One For The Road Blast
2141236A/C
2141236A/C |
---|
Super Desperation Moves
Maiden Masher
Maiden Masher
2363214P
2363214P |
---|
One For The Road Blast
One For The Road Blast
2141236P
2141236P |
---|