Difference between revisions of "The King of Fighters 2002 UM/Iori Yagami"

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Double-rev. Skinner - [[image:bk.gif]]/[[image:fd.gif]] + [[image:d.gif]]
Double-rev. Skinner - [[image:bk.gif]]/[[image:fd.gif]] + [[image:d.gif]]
'''Command Moves'''
'''Command Moves'''


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Flame Disentangle - [[image:qcb.gif]], [[image:hcf.gif]] + [[image:b.gif]][[image:d.gif]]
Flame Disentangle - [[image:qcb.gif]], [[image:hcf.gif]] + [[image:b.gif]][[image:d.gif]]


==Normals==
==Normals==

Revision as of 23:06, 22 January 2013

Iori.jpg

Move list

Throws

Reverse Skinner - Bk.gif/Fd.gif + C.gif

Double-rev. Skinner - Bk.gif/Fd.gif + D.gif

Command Moves

Dream Blast - Fd.gif + A.gif, A.gif

Thunder Axe Shadow Reaper - Fd.gif + B.gif

Lily Breaker - in air, Bk.gif + B.gif

Special Moves

Fireball - Dp.gif + A.gif/C.gif

Dark Thrust (Ground fireball) - Qcf.gif + A.gif/C.gif

Deadly Flower - Qcb.gif + A.gif/C.gif (Can be used up to 3 times in a row)

Dark Crescent Slice - Hcb.gif + B.gif/D.gif

Scum Gale - close, Hcb.gif, Fd.gif + A.gif/C.gif

Desperation Moves

Maiden Masher - Qcf.gif, Hcb.gif + A.gif/C.gif

Wolf Bloom - During Maiden masher, Qcf.gifx 4 + A.gifC.gif

Flame Comber - Qcf.gifQcf.gif + B.gif/D.gif

Super Desperation Move

Maiden Masher - Qcf.gif, Hcb.gif + A.gifC.gif

HSDM

Flame Disentangle - Qcb.gif, Hcf.gif + B.gifD.gif

Normals

Close

  • cl. A/B/C are cancel-able.
  • cl. A can be canceled into his f+A, A command move, and chained into his cl.B
  • cl. B is a low attack which has a close activation range.
  • cl. C is one of the fastest close normals with a start-up around 2 frames. It's good for a quick close punish, and for stopping opponents jumping above your head.
  • cl. D doesn't cancel into anything but it's good for a quick anti-air to stop opponents from jumping out of the corner.

Standing

  • Stand A/B/D are not cancel-able at all.
  • Stand A is 4 frames on block which is a good for poking at a close range to bait and block Guard Cancel Attacks. The distance on the stand A is rather short, though.
  • Stand B is a good close range poke that is aimed at the opponents lower midsection. It is fast, had great recovery, and can be used to frame trap opponents with his qcb+A rekka.
  • Stand C has a good attacking distance but poor recovery. It's good for moderately far punishes in close range. Be sure not to freely throw this out on whiff because its recovery is poor.
  • Stand D is good for preemptively stopping hop attacks but it's whiff recovery is bad.

Crouching

  • cr. A/B/C are cancel-able on block and on hit.
  • cr. A is chain-able into cl.B and cr.B. It has good range and is also neutral on block.
  • cr. B will be used a lot for his high low/pressure, rush down and for starting combos. When running at your opponent, use this to stop your dash and to throw out a quick low attack, next to hyper hopping j.C.
  • cr. C can be used to anti-air opponents but it might trade sometimes if timed incorrectly.
  • cr. D isn't cancel-able on hit or on block, so whiffing it or having it blocked can leave you wide open. Use with caution.


Jumping

  • j. A has a rather sharp downward angle which can be good to use next to his j.C because it start quicker.
  • j. B is had a very good horizontal range which is good for air-to-air attacks, and stopping incoming hop pressure if used jumping neutral, or jumping away. Be careful because it whiffs on crouching opponents.
  • j. C is a very deep jump-in which will always hit crouching opponents, no matter if they are using a normal attack that can be used as anti-air against certain jumping attacks. It is also fairly hard to anti-air against as well on wake up. Use it to fully utilize his annoying high/low mixup game on a fallen opponent, or to pressure at close range next to his cr.B. It's a little weak as an air-to-air normal, so use j.B for that purpose.
  • j. D can be used as an air-to-air attack during certain ranges, and as a good jump-in, but it may miss on crouching opponents if performed too early.

Blowback Attack

  • Iori's shoulder thrust is cancel-able on block and hit, which has a fair good activation range. You can try to use it as a preemptive anti-hop attack, but it isn't guaranteed.
  • j.CD comes out rather quick, and has a good downward angle which is good for jump-in and hyper hops. It whiffs on crouching opponents though.


Throws

Reverse Skinner - f/b + C

Double-reverse Skinner - f/b + D


Command Moves

Dream Blast - f + A, A

Thunder Axe Shadow Reaper - f + B

Lily Breaker - in air, b + B


Special Moves

Fireball - dp + A/C

  • Super cancellable

Dark Thrust - qcf + A/C

  • Ground fireball

Deadly Flower - qcb + A/C

  • Can be used up to 3 times in a row

Dark Crescent Slice - hcb + B/D

  • Command grab

Scum Gale - close, hcb, f + A/C


Desperation Moves

Maiden Masher - qcf hcb + A/C

> Wolf Bloom - During Maiden masher, qcf x 4 + AC


Flame Comber - qcf x 2 + B/D


Super Desperation Move

Maiden Masher - qcf hcb + AC


HSDM

Flame Disentangle - qcb hcf + AC


Discussion Threads

Discuss at Dream Cancel


Videos

Iori Master Class