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Iori Yagami (NGBC)

448 bytes added, 21:16, 12 June 2011
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* cl. close A/B/C/D are cancel-able.* cl. close B hits low.
* Stand A/B/C/D is are cancel-able.
* cr. A/B/C are cancel-able/and whiff cancel-able.* cr. crouching A/B are chain-able and his best low ground pokes.* cr. crouching C is a moderately good anti-air if dp + A/C doesn’t suit your style. Iori can still cancel this move even if it hits an airborne opponent.* cr. crouching D has bad recovery, so only use it when it’s guaranteed.
* j. jumping C is a great move to use in combos. It’s not as great as it is in KoF games, primarily due to the lack of a short hop to j. jumping C pressure, but it still has its uses.* j. jumping D can be used to counter some aerial moves if timed right. (more to be updated)
'''Guard Cancel Tag Attack'''
Pressing the E button while blocking will allow Iori to do counter with a headbutt attack similar to his CD attack from KoF, and he she will then tag out.
Sakahagi: b/f + CD
*Can be broken. Regular Normal knockdown.
==Command Moves==
Ge Shiki Goufu In Shinigami: f + B* Iori does an overhead kick. This move comes out kind of slow, but can still be used in mixups. Ge Shiki Yuri Ori: in the air b + B
* Iori does a backward kick. This is also an excellent crossup tool that will help with combos, or if desired, a throw attempt.
Ge Shiki Yumebiki: f + A, A
* Iori does a punch to backhand combination. This counts for two hits, and can be canceled into a special or super move.
==Special Moves==
Oniyaki: dp + A/C
* * Iori does an uppercut attack similar to Kyo’s dp + A/C. The button strength determines the height of the uppercut, as well as the number of hits. The A version has high priority. The C version can be canceled to a super.
Yamai Barai: qcf + A/C
* Iori does a small slide forwards while doing an uppercut on the first hit. The second hit is the same, but slightly launches the opponent. The third hit is a small hop with an overhead hammer strike with both hands together. The third hit causes knockdown, and can be followed up with qcf + A/C. On block, this move is not good at all, but can be used as mixups (although risky) if delayed. Each part of this 3 part move can be delayed slightly. The button strength determines the distance traveled, which gives a slight delay in the moves done with C.
Scum Gale: hcb, f + A/C
* Iori grabs the opponent, and shifts them to the other side of the screen. This move has a whiff animation. Scum Gale can also be used in combos, but the combo counter doesn’t necessarily consider it part of a combo.
==Desperation Moves==
Maiden Masher: qcf, hcb qcf + A/C
* Iori quick dashes towards the opponent and does a series of strikes to the opponent, and follows it with an explosive one hand takedown.
Chi no Bousou: qcf, hcb + B/D
* Iori does a flips forward with hand in the air moving in an arc towards the ground. If the move connects, Iori grabs the opponent and does a series of slices each time the screen flashes from black to red, doing damage to the opponent. This move has some uses, but it can't be used in a combo. It has mixup and setup potential.  ==A/D Assault==Final Showdown: qcf x2 + CE (When partner is Kyo and within 10 counts after Chi no Bousou [qcb, hcf + A/C])* Iori does an spinning jump towards the opponent, while swinging his hand from the air towards the opponent's head. He grabs the opponent, raising him and releasing Orochi energy. Kyo jumps in and does a super charged punch for the finish.
* cr. B, cr. A, dp + C, qcf, hcb + C
(more to be updated)
==Color Palettes==
* ''Note: The "S" button is the start button.''

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