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

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* Super cancellable
* Super cancellable




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* Ground fireball
* Ground fireball


'''Deadly Flower''' - (qcb + A/C)
'''Deadly Flower''' - (qcb + A/C)
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* Can be used up to 3 times in a row
* Can be used up to 3 times in a row


Dark Crescent Slice - hcb + B/D
Dark Crescent Slice - hcb + B/D

Revision as of 16:32, 3 February 2013

Iori.jpg

Move list

Throws

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

Dbl-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) close

  • Iori grabs the opponent's mid-screen (looks like the liver) then slashes away causing them to fly backward almost at a half-screen distance away. Even though this throw doesn't cause a hard knockdown, the advantage is the amount of space it gives the player to being either zoning and creating more space between them, or analyze what movements the opponent may make after they tech the knockdown. If the opponent does not tech the throw, Iori has enough time to run up and meaty attack them with a j.C or a crouching B or to bait a reversal on their wake up.
  • Can be broken
  • Regular knockdown

Double-reverse Skinner - (f/b + D) close

  • Iori slides behind the opponent then grabs their kidneys and slashes them away causing them to fly behind them almost a half-screen away. Almost the same conditions as the normal Reverse Skinner but the distance the opponent lands if the knockdown is not teched is a small amount farther.
  • Can be broken
  • Reverse knockdown
  • Regular knockdown

Command Moves

Dream Blast - (f + A, A)

  • Iori performs a scratching slash down, then a backhanded punch to the opponents face. The first hit isn't cancel-able in this game; but only into Maiden Masher DM (qcf~hcb+P). But, it is cancel-able on hit only if Iori is in max mode. Visually, the first hit looks exactly like his standing C (heavy punch), and it features the same amount of vulnerability if it's whiffed out in the open. It's loss of the ability to cancel on hit and on block greatly diminishes the space after his blockstrings a bit (example: cl.C, f+A, qcf+P) but maybe that takes away the possibility of the opponent Guard Rolling (GCAB) it to punish Iori.
The second hit (the backhand punch) which can be released on the first hit's whiff, which may catch some opponents off-guard because of it the extra distance it grants Iori, and that its hitbox is at shoulder height. It may be used pre-emptively to stop incoming hops and quick dashes but try not to rely on it too much for that purpose because it has no invincibility and it doesn't release that quickly. It is cancel-able on hit/block, but you have to understand the proper distance that it will connect with, because it may outright whiff if you aren't close enough.
  • First hit free cancel-able into the second hit
  • First hit not cancel-able on hit outside of max mode
  • Second hit cancel-able on hit

Combo Advice: You can cancel the first hit into Maiden Masher (qcf~hcb+P) but the timing is a bit strict. In max mode, you cancel it into his qcb+P rekkas, and many of his other special moves easily. For properly connecting his second hit, place a close B or a close/crouching A then inputting f+A,A. If you place any other normals or strings before it, the second hit may whiff.


Thunder Axe Shadow Reaper - (f + B)

  • This is Iori's standing overhead. It's rather slow, but it can still catch someone off-guard once in a while that's committing to blocking low. It isn't cancel-able into anything on block by itself, and it is rather unsafe too if your opponent decides to strike back with something fast and of proper length to reach you before the recovery ends. On block, you can cancel this overhead into any of his special moves if canceled from any of his other cancel-able normals (example close C, f+B, qcf+A). Use this overhead attack sparingly as you can but if you forget to do so, it's okay.
  • Overhead attack
  • Only cancel-able on block if canceled from a cancel-able normal


Lily Breaker - in air, (b + B)

  • This is one of the most useful moves Iori has always had in his arsenal. Its main use is to cross-up opponents while they're standing or crouching (with some exceptions to some characters), while either on their wake-up or even in close quarters. This can create some rather nasty and annoying mix-ups if performed correctly and if done unpredictability. It is very easy to start combos with this attack because it features a small amount of extra hit stun, and it is quite safe on block as well. Another use is to increase the distance and speed of his back-dash if performed as 'back, back + B'. This can create a lot of space between Iori and the opponent, which you can use to help apply your long range zoning with his qcf+P, or to escape, runaway or even bait reversals out of your opponent. Even offensively during pressure in the corner, you can use the animation to fake out your opponent and make them block, thinking you were going to hit them with a hop j.C or j.D. If you neglect to use this move in battle, you are minimizing Iori's mix-up potential and great way to create space between you and the opponent.
  • Cross-up attack only
  • Cancel-able on hit and on block

Combo Advice:It's rather easy to combo from this kick, either from his stand C, his close B, close A, or his crouching B. It's best to use this normals after because they are easy to combo into and have damaging outcomes, and just incase your cross-up is blocked. You can fall back with his relatively safe stand C, or a low attack with close B/crouching B which may catch them by surprise.

Special Moves

Fireball - (dp + A/C)

  • This is Iori's purple dragon punch reversal move. The light punch version travels at a much lower height than the heavy punch version but doesn't have any start-up invincibility. The heavy punch version performs 3 hits upon direct impact, but is highly punishable on block and on whiff, while the light punch version does only a single hit, and has less recovery. But it is still very punishable if blocked or whiffed at a close distance. The best situations to use the light punch version is either anti-air jumps or super jumps (hyper hops are not recommended), or to be used as a very quick, and safe punish option while an opponent is in recovery. The heavy punch version should be used very sparingly because of its very bad recovery on block and whiff, but it can be used as a very risky wake-up reversal option, to anti-air super jumps, to evade and plow thru certain attacks because of its start-up invincibility, and to chip the opponent out if they are close to no health. A very useful move only when used correctly in the right situation and right time.

Combo Advice: The light and heavy punch versions can connect and combo well after Iori's close light heavy normals, but keep in mind that the opponent can tech the knockdown. During max mode, the heavy punch dp will be used in cancel in and out of his hcb+K move during a few of his combo strings.

  • Regular knockdown
  • Super cancellable


Dark Thrust - (qcf + A/C)

  • Iori's ground projectile at both punch version travels at a good speed and its hitbox is quite high. Opponents must hop or hyper hop over them to avoid being anti-air with his dp+P. The light punch version travels at a lower pace than the heavy punch version but they deal the amount of health to the opponent. When Iori releases the projectile he is vulnerable to any jump-in attacks that may come his way while he is in recovery, so be careful. Dark Thrust is one of his best long range zoning moves if used correctly and with the right amount of spacing. On block, it can push the opponents back towards the corner at a good distance if done midscreen, while the corner, it can push Iori back a bit away from the opponent to create some space to avoid possible retaliation. Use this move carefully to zone, create space, and to make your opponent want to hop or jump towards you.

Combo Advice: This projectile (the heavy punch version) can only combo after Iori's close/crouching C, f+A,A , crouching A, and close B.

  • Ground fireball


Deadly Flower - (qcb + A/C)

  • This is one of Iori's most useful special move. Iori slides forward quickly slashing away with his cufflinks (or forearms or whatever) then hammers the opponent the ground violently. When done in succession it provides 3 hits and a hard knockdown. The light punch versions of the rekkas are a bit more safe on block than the heavy punch versions because the amount of space created between Iori and the opponent, while Iori is pretty in their face during the heavy punch rekkas. Some characters moves can still punish him on block if they have a move that is fast enough and has enough distance to reach him, no matter what punch version of the rekkas you use. There is also an open vulnerable gap between the 2nd and 3rd rekka (which knocks them down) so try not to end your blockstrings on the last rekka hit. On hit contact, the damage between the light and heavy punch is the same, while the hard knockdown of the light punch rekkas sends the opponent much farther away than the heavy punch version, which can provide many different okizeme wake-up options for you.

Combo Advice: Many of Iori's cancel-able normals can combo into his rekkas but be sure to know and understand that the light normals can only connect into his light punch rekkas, while his close and crouching C can connect into his heavy punch rekkas. Look in the combo section for more details.

  • Hard, untechable knockdown.
  • 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

Combos

0 Stock

  • cr. B, st.B, f+A = 10% dmg
  • cr.B, cr.A, qcb+Ax3 = 19% dmg
  • cl.C, qcb+A/Cx3 = 20% dmg
  • cl. B, f+A,A, qcb+Cx3 = 30% dmg
  • cl.C, hcb+D = 25% dmg


1 Stock

  • cr. B, cr. A, qcf~hcb+P = 30% dmg
  • cr. B, st.B, f+A, qcf~hcb+P = 32% dmg

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Videos

Iori Master Class