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

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==Normals==
 
==Normals==
 
'''Close'''
 
'''Close'''
* cl. A/B/C are cancel-able.
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* cl.A/B/C are cancelable.
* cl. A can be canceled into his f+A, A command move, and chained into his cl.B
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* cl.A hits around waistline (so not very good vs hop), chainable so can be used as combo filler. Can link into cl.C on hit.
* cl. B is a low attack which has a close activation range.
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* cl.B is a low attack with a close activation range. Has best frame advantage (+2 on block/+4 on hit) among his cancelable light normals, so good for strings/confirm chains. You can link cl.C after it on hit.
* 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.
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* cl.C is very fast with a 3f startup. Main combo starter after a jump-in or for when you need a heavy attack. Also great for close punishes, frametraps, and as a close anti-air as well to stop hops/jumps. Reaches very high, so it works well for run-unders and stopping opponents from jumping above your head. Only the first part before his arm is stretched is cancelable.
* 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.
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* cl.D doesn't cancel into anything but covers a big area and is useful for a quick anti-air to stop opponents from jumping out of the corner. Has better activation range than cl.C.
  
 
'''Standing'''
 
'''Standing'''
* Stand A/B/D are not cancel-able at all.
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* st.C is cancelable, the rest isn't.
* 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.
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* st.A is +4 on block which is good for poking at a close range and to bait and block Guard Cancel Attacks, also useful for frametraps. The distance on the stand A is rather short, though. Doesn't hit very high so unlike most st.As, this one isn't very good to stop hops.
* 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.
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* st.B is a good close range poke that is aimed at the opponents lower midsection. It is fast, has good recovery, and can be used to frame trap opponents with qcb+A.
* 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.  
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* st.C has good range and is cancelable. It's good for punishes just outside of close normals' range. The recovery isn't great but can be canceled into specials for safety.
* Stand D is good for preemptively stopping hop attacks but it's whiff recovery is bad.
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* st.D is a long button with decent speed that hits pretty high too. Good for pokes when done on the tip, and also for preemptively stopping hop attacks, but its whiff recovery is bad.
  
 
'''Crouching'''
 
'''Crouching'''
* cr. A/B/C are cancel-able on block and on hit.
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* cr.A/B/C are cancelable.
* cr. A is chain-able into cl.B and cr.B. It has good range and is also neutral on block.
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* cr.A has great range and can be canceled into qcb+A. Chainable.
* 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.
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* cr.B will be used a lot for his high low/pressure, rush down and for starting combos. It's a little slower than other cr.Bs in the game and chains a bit slower too, but stays out for a long time, making it very good to catch jump landings with. When running at your opponent, you can 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.
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* cr.C can be used to anti-air opponents but, it might trade sometimes if timed incorrectly. A bit slow to use on reaction, but decent vs hops (Iori doesn't have many buttons to cover this for him).
* 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.
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* cr.D is very fast and long, but has very bad recovery and isn't cancel-able on hit or on block, so whiffing it or having it blocked can leave you wide open. Use with caution. Might work as a punish when nothing else reaches in time.
  
  
 
'''Jumping'''
 
'''Jumping'''
* j. A has a rather sharp downward angle which can be good to use next to his j.C because it start quicker.
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* j.A has a rather sharp downward angle which can be good to use next to his j.C because it start quicker. Stays out for quite a while.
* 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 some crouching opponents.
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* j.B is a very long poke that stays out for a long time. Good for air-to-air attacks, and stopping incoming hop pressure. Be careful though because it whiffs on low crouchers.
* 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.
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* j.C is a bit slow, but very deep jump-in. Good because it can't be low profiled easily, and it is also fairly hard to anti-air against as well on wake up. Use it to fully utilize Iori's 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.
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* j.D is a good multi-purpose button that can be used as an air-to-air attack during certain ranges, and as a jump-in as well, but it may miss on crouching opponents if performed too early. Useful because of its versatility and how much air it covers.
  
 
'''Blowback Attack'''
 
'''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.
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* st.CD is standard, cancelable on hit/block/whiff, but also can be canceled into command normals. 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.
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* j.CD comes out pretty quick, and has a horizontal angle. Good for air-to-airs and works as a jump-in too, but will whiffs on low crouchers. Good priority (better than his other jump attacks).
  
 
==Throws==
 
==Throws==
  
 
'''Reverse Skinner''' - (f/b + C) close
 
'''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.
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* Standard C throw. Breakable and sends the opponent flying far away but it recovers fast enough to meaty the opponent if they didn't tech the knockdown.
  
 
* Can be broken
 
* Can be broken
  
* Regular knockdown
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* Soft knockdown
  
 
'''Double-reverse Skinner''' - (f/b + D) close
 
'''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.
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* Same deal as above. Sadly, unlike many characters' D throws, this one doesn't cause hard knockdown.
  
 
* Can be broken
 
* Can be broken
  
* Reverse knockdown
+
* Back turned soft knockdown
 
 
* Regular knockdown
 
  
 
==Command Moves==
 
==Command Moves==
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'''Dream Blast''' - (f + A, A)
 
'''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.  
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* Iori performs a slash looking identical to his st.C, then an optional 2nd hit that looks like a backhand punch. To get the 2nd hit, you either press A twice really quick, or time it after the 1st hit (the timing is strict though). If you press f+A, only the first hit will come out.
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 +
:The first hit is a quick long range attack that doesn't do much damage or knock down, but comboes from light and heavy attacks and is pretty safe on block from distance. Sadly, unlike in most other KoF games, in this game this attack can't be canceled into specials, which impacts Iori's confirms and damage in a negative way. However, f+A can still be canceled into supers, notably into Maiden Masher, giving Iori a 3 hit confirm into a DM. It also can be used for combos in cases when ending in qcb+A is dangerous (e.g. vs Kula or Ryo), although the damage is very low and sub-optimal. Because of the pushback, it's not exactly good for max mode confirms either, although it can still work with max bypass into qcb+BC or with tighter run (after cl. light normal xx f+A). Otherwise, it has situational uses, but not really much for neutral or combos.
  
: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.  
+
:The 2nd hit is cancelable into specials. It will only connect if f+A was done close (at most after 1 light attack). The interesting property of this move is its high damage, it deals quite a lot on its own and allows for some of the most damaging combos for Iori. However, because you need to be point blank, it's not very convenient to start combos with it, and the pushback only allows for the longest range attacks to combo after it (qcb+C/qcf, hcb+P); any more distance, and the attacks may whiff, so be very careful if you choose to combo from this move at all, and if you do, make sure you're point blank to the opponent (eg after a crossup). Otherwise, the move may be useful for frametraps and to surprise the unsuspecting opponent. Overall, a pretty tricky move, and not easy to use.
  
* First hit free cancel-able into the second hit
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* First hit cancel-able into the second hit
  
* First hit not cancel-able on hit outside of max mode
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* First hit only cancelable only into supers
  
 
* Second hit cancel-able on hit
 
* 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.
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'''Combo Advice:''' You can cancel f+A (the 1st hit) into Maiden Masher (qcf, hcb+P), but the timing is a bit strict. It may also serve to give Iori a 2–3 hit confirm into max mode, but the damage/routes will get worse than after cl.C. While f+A becomes cancelable in max mode, it doesn't add much damage and canceling it drains your max mode bar, so it's not very useful in this scenario. For properly connecting the second hit (f+A>A), you can only start with point blank cl.B/cl.A/cr.A and then input f+A,A. If you place any other normals or strings before it, the second hit may whiff.
  
  
 
'''Thunder Axe Shadow Reaper''' - (f + B)
 
'''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.
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* Iori's standing overhead. Long range, but slow and bad recovery on block. Not cancelable when done raw, so not very useful this way but may work once in a blue moon. Becomes cancelable when canceled into; won't combo from anything, but somewhat OK to use as a frametrap after cl.C.
  
 
* Overhead attack
 
* Overhead attack
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'''Lily Breaker''' - in air, (b + B)
 
'''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.
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* A command cross-up also known as "taco" that hits behind Iori. Technically you press "back"+B to perform it, but if you want to crossup with it, it can be easier to think of it as holding "forward", jumping, then pressing B when you still keep holding the same direction.  
 +
 
 +
:As a crossup, this move has huge range and also does more hitstun/blockstun than most attacks in the game, making comboing after it easier than after other air normals. Obviously, this is very useful for mixups. The move may even appear overpowered at a glance, however there are several caveats to it. First is that Iori cannot hop/hyperhop over a standing opponent, so either you commit to a full jump (which is slower and easier to react to), or you need to force the opponent to crouch to go over them quicker. Second is that this move will whiff on low crouchers, so about half the game's roster if they crouch; and other character may have a move that shrinks their hurtbox, e.g. cr.B, to go under it. Third, the "taco" is not an overhead, and can be blocked crouching. Still, with all these caveats, this can be a scary mixup option, especially VS unprepared players and those unfamiliar with Iori. Landing it may get easier if you find good setups; it may be used several times in a row to harass your opponent, too, and paired with Iori's other mixup options, the "taco" can become a nightmare for the opponent to block.
 +
 
 +
:This move has another important use: you may perform it during backdash (like b, b+B). This causes Iori to leap much further backwards than he normally does, almost full stage distance. This is an excellent tool to reset the spacing or run away from the opponent very quickly.
  
 
* Cross-up attack only
 
* Cross-up attack only
  
* Cancel-able on hit and on block
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'''Combo Advice:''' It's rather easy to combo from this kick into anything. The stun from this move is so long that it can allow to confirm from one hit.
  
'''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.
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==Special Moves==
  
==Special Moves==
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'''Fireball''' - (dp + A/C) = 8%/13% dmg
 +
* A pretty standard DP. The light version is only invincible up to the hit (can trade) and recovers relatively quickly, also on a counter it will deal 2 hits and a bit more damage. The heavy version deals 3 hits and is fully invincible on the 1st hit (can't trade); it goes very high and is very unsafe. This move is used as any other DP, i.e. as an anti-air/reversal. The slight downside here is that both versions hit a little low on the first few frames, so take this into account when timing it.
  
'''Fireball''' - (dp + A/C)
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'''Combo Advice:''' Not the best move to combo into normally, but it forms the base of Iori's max mode combos, and can also supercancel into his DMs, so there's that.
* 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
 
* Regular knockdown
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'''Dark Thrust''' - (qcf + A/C)
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'''Dark Thrust''' - (qcf + A/C) = 10% dmg
 +
 
 +
* A standard low projectile, but with good speed. Light version travels slowly, heavy version travels much quicker. This move comes out faster than most projectiles, which is a big plus, but the recovery on it is pretty average. Since this is a low projectile, it's not hard to go over it with a jump or a hyperhop. For this reason, this move is not exactly good for "zoning" out your opponent per se, as it doesn't cover the air very well, and it is pretty dangerous for Iori to throw it carelessly in close/mid range as he risks eating a full combo with it. Still, this move works well in a standard projectile fashion — to hit the grounded opponent, as a sort of safe poke or a frmetrap or an ender to blockstrings, as well as catch jump landings, - and it is still relatively safe to throw from far distance.
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 +
'''Combo Advice:''' Not really a "combo" move, but it will combo from light attacks up close. Also OK to cancel into from st.C/st.CD for frametraps/combos.
 +
 
 +
* Ground projectile
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 +
 
  
* 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.
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'''Deadly Flower''' - (qcb + A/C up to 3 times) = 12% dmg
  
'''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.
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* Iori quickly slides forward with 3 strikes, slamming the opponent into the ground with the last one. This is a "rekka" special, i.e. you perform each of the 3 hits with a separate qcb+P input; you can stop on 1-2 hits, or delay the hits a bit. The 2nd hit launches, the 3rd hit is an overhead and causes hard knockdown.  
  
* Ground fireball
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:Both versions deal the same damage. The light version is very fast, safe, goes a good distance forward and comboes from both light and heavy attacks. The heavy version only comboes from heavy attacks, but goes even further; it is not as safe as the light version though. (Also note that the 1st hit of qcb+C has a short window of upper body invincibility on startup that may allow it to slide under some attacks/projectiles.)
  
 +
:This is an important move for Iori that can serve many purposes. It works very well for combos, as a fast & long range punisher, and can also be used as a poke or even a situational anti-air (from far range). And the last hit of the rekka gives Iori a lot of advantage on knockdown.
  
 +
:This move can be landed from pretty much any normal Iori has. The first hit of qcb+A is pretty hard to punish on tip, so it works as an extra hit to confirm off, and a safe-ish poke or an ender to blockstrings. That said, every hit of the rekka chain is punishable to some extent, and the more hits you do, the more punishable it gets; but if the opponent gets hasty after a hit, you may catch him with a delayed 2nd/3rd hit (although this is a bit of a gamble). To be safe though, you either confirm into qcb+A/C, or stop on 1 hit of qcb+A. The rekka can be used to punish things that other moves won't reach in time, like blocked light DPs (qcb+A/qcb+C can punish everything -9/-12 and slower in their range, respectively).
  
'''Deadly Flower''' - (qcb + A/C)
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:The hard knockdown finisher of the rekka is a convenient setup for Iori's okizeme, for example meaty / ambiguous roll / crossup / scum gale / etc., which again can lead to another landed rekka, resulting in "vortex" offense that gives Iori a lot of advantage and momentum.
  
* 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.
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'''Combo Advice:''' The rekka can be comboed into from pretty much everything and in any situation. From cr.B, cl.B/cr.A and whenever unsure of the hit always use qcb+A to confirm. Qcb+C is only preferred around st.C's tip and when you've confirmed the hit prior, to get some extra carry.  
'''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 knockdown
 
* Hard knockdown
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* Can be used up to 3 times in a row
 
* Can be used up to 3 times in a row
  
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* Last hit is an overhead
  
  
'''Dark Crescent Slice''' - (hcb + B/D)
 
  
* Iori runs up to the opponent, slams their head on the ground, then blasts them with purple fire. The light kick version travels half screen while the heavy kick version travels at full screen. Both of the kick versions deal the same amount of damage, but the heavy kick version deals a bit more guard damage. The true property to the this move is that it is a block-able command grab that is not very safe on block. Plus the opponent can simply attack Iori while he is running towards him. The best situations to use this move is either to guard crash the opponent if their meter is dangerously low, after a hit confirmed close C, and to cancel in and out of during max mode. Overall, this move is not very useful and has extremely limited options.
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'''Dark Crescent Slice''' - (hcb + B/D) = 17% dmg
  
'''Combo Advice:''' You can combo into his grab from Iori's close and crouching C. It gives the opponent a hard knockdown which you can use to improvise a few wake-up options. This grab will also be used during a few of his max mode combo strings.
+
* Iori runs up to the opponent, slams their head on the ground, then blasts them with fire. This is a hit-grab, i.e. it's blockable, but it looks like a grab. Light version travels half screen while the heavy version travels full screen; both versions deal the same damage. This move deals 5% more damage than Iori's rekkas, but only comboes from cl.C and is really unsafe on block, so its mainly used in combos to get more damage on punish/after confirm. Not a good move to use in the neutral or throw on block randomly though. Iori runs a bit faster during this move than he does normally, so it can be used to cover distance faster after a knockdown. Has invincibility to some cr.Bs, although probably this won't find much use.
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 +
'''Combo Advice:''' Comboes from Iori's cl.C and cr.C (from close only). Causes hard knockdown which you can use set up a few wake-up options, much like with the rekka. Also useful for max mode combo strings.
  
 
* Hard knockdown
 
* Hard knockdown
  
* Running Command grab
+
* Running hit-grab
  
 
* Can be blocked
 
* Can be blocked
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'''Scum Gale''' - close, (hcb, f + A/C)
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'''Scum Gale''' - close, (hcb, f + A/C) = 0% dmg
 +
 
 +
* A delayed command grab. Iori grasps the opponent and switches sides with them, pushing them away. By itself, this move deals no damage, but you're free to connect any combo after it (as long as it reaches). This is a very important tool for Iori's mixups that works to open up your opponent, and can be a very scary option if used well. Sadly, unlike in some other games, in this game this move has no invincibility whatsoever, so it can get beaten with any attack on its startup, and throwing it randomly is pretty risky — even more so if you become predictable with it. However, when paired with Iori's other mixup options, it is not so easy to see Scum Gale coming. Getting unpredictable with the move is key, and Iori has many opportunities where he can land this. You can try it on opponent's wakeup, you can run in with it (works great if you buffer it with the run), you can throw it from an empty hop, after a jump-in attack, etc etc. Any time when the opponent is scared to press buttons and chooses to block, there's a chance to land this move, so get inventive with it. If you're good enough, you may be able to land max mode combos for 50-60% damage from Scum Gale, which makes this move much scarier than it already is.
  
* Iori grabs the opponent by their collar (or neck) then swings them around leaving them momentarily dazed and vulnerable for a few frames. This is another very useful special move that strengthens his close range offensive options. Even though this command grab isn't a 1-frame grab, and has no invincibility, it can still throw off a guarding opponent who respects the Iori player's offense too much, which can lead to good damage. The amount of time the opponent is dazed isn't very long at all, so be sure to skip to your lou and attack the opponent ASAP before they recover.
+
'''Combo Advice:''' Any time you land Scum Gale, you have several choices. For an easy good option, you can do st.C xx qcb+Cx3 or qcf, hcb+P. For a harder but more damaging option, if you are quick enough, you can run up with a close C to land pretty much any 0-3 bar combo. The timing is tricky but it's worth learning. The grab itself can be comboed into from light attacks point blank, which opens up some advanced combos for Iori, and even an infinite (see combos section); however, they are not strictly essential, and some of them add somewhat little damage for the high difficulty.
'''Combo Advice:''' While it isn't possible to combo directly into his command grab, what you do after it connects is really important. Iori can react the dazed opponent with a stand C which can go into his qcb+C rekkas, or his qcf~hcb+P super. Also, if you are quick enough, you run up with a close C to combo into his qcb+K, or f+A into qcf~hcb+P. The timing is tricky but it's worth learning.
 
  
 
* Deals no damage
 
* Deals no damage
Line 191: Line 206:
 
==Desperation Moves==
 
==Desperation Moves==
  
'''Maiden Masher''' - (qcf~hcb + A/C)
+
'''Maiden Masher''' - (qcf~hcb + A/C) = 22% dmg
  
* Iori rushes towards the opponent then performs a flurry of claws and scratches ending off in a blast of purple flames. A typical ranbu super that hasn't changed much compared to other KOF titles. It has moderate start-up (which isn't invincible) which can punish a fair amount of special moves that have poor recovery. Against mid-air projectiles (like Athena's Psycho Ball) he can't duck underneath them during his rush anymore, but he can use this super as a reaction anti-air against regular jumps and hyper hops. On block, the recovery is horrible, so try your best to make sure this DM connects or else you will be punished hard. There is a hard knockdown after the purple flame blast at the end, but the opponent is thrown at almost a half-screen away, so be sure to act quickly if you want to continue the pressure on their wake up.
+
* Iori rushes towards the opponent, then performs a flurry of claws and scratches ending off in a blast of purple flames. A fast "ranbu" super that hasn't changed much compared to other KOF titles. The damage is average, but the good part is that you can cancel into it from f+A (the 1st hit), giving Iori more damage and an extra hit to confirm from in combos. It has fast start-up (which isn't invincible) which can punish a fair amount of special moves that have poor recovery. Against mid-air projectiles (like Athena's Psycho Ball) he can't duck underneath them during his rush anymore, but he can use this super as a reaction anti-air against regular jumps and hyper hops. On block, the recovery is horrible, so try your best to make sure this DM connects or else you will be punished hard. There is a hard knockdown after the purple flame blast at the end, but the opponent is thrown at almost a half-screen away, so be sure to act quickly if you want to continue the pressure on their wake up.
  
'''Combo Advice:''' You can cancel this DM from many of his normals (except his close D) but the timings is a bit stricter in this game. You can also super cancel it from his dp+C.
+
* Hard knockdown
  
::'''Wolf Bloom''' - During Maiden masher, (qcf x 4 + AC)
+
'''Combo Advice:''' Comboes from any of Iori's cancelable normals, and also after f+A (1st hit), which is a preferable way to confirm into it (such as cl.C f+A or cr.B cl.B f+A). You can also super cancel it from his dp+C.
  
:* If you have an extra bar to spare, and you're in the mood in inflict 10% more damage to your opponent, feel free to follow up the Maiden Masher with this extension. It also gives the opponent an un-techable, hard knockdown which gives you enough time to run in and apply okizeme pressure. Keep in mind that the animation for the DM is quite long, so it may help or harm you when the clock is approaching it's final seconds. Be sure to crank out the 4 qcf's during the last hits of the Maiden Masher then hit A+C when Iori blasts them away. Practice the timing in practice mode a few times to ensure that you don't input the motions too early or too late.
+
::'''Wolf Bloom''' - During Maiden masher, (qcf x 4 + AC) = 8% dmg (30% in total with the DM)
 
 
* Hard knockdown
 
  
 +
:* To perform this followup, you must input the 4 quarters and press AC when Iori blasts the opponent with the ender of Maiden Masher (probably better to start inputting the quarters early, so practice this a bit beforehand). Basically, this is a way to inflict 8% more damage after the DM for 1 extra bar. This attack also ends in hard knockdown, but throws the opponent quite far away after it. Keep in mind that the animation for the DM is quite long, so it may help or harm you when the clock is approaching it's final seconds. Overall, this is a simple, but not very damaging way to spend 2 bars without going into max mode. Not the highest damage you can get for 1 extra bar, but may be worth it if it kills. Ending Max Mode combos with this is not advised, as the Maiden Masher SDM deals more damage for same amount of bar and is easier to combo into.
 +
:* Hard knockdown
  
'''Flame Comber''' - (qcf x 2 + B/D)
 
  
* Iori leaps and spins towards the opponent to slam-dunk them into the ground, then spinning them around helicopter style to throw them across the screen. This DM, which is new to Iori's arsenal in 2002UM, can be somewhat gimmicky to someone that isn't familiar with it's hit properties. It's basically a full-screen overhead attack that is horribly unsafe on block. It looks like it can be a throw or a mid/high attack, but it isn't. You can even hit him out of it to score a counter hit or roll when you see him leap. Even though it does more damage than the Maiden Masher, it's very risky to use, and you can't even combo it from anything. So, if you feel that your opponent doesn't understand that this DM is simply a slow overhead, or that they have never seen it before, it's very likely they will get hit by it.
+
'''Flame Comber''' - (qcf x 2 + B/D) = 25% dmg
  
'''Combo Advice:''' The only full combo opportunities with this DM can only be found in Max Mode. You can cancel it from his qcb+P rekkas or his hcb+K command throw.
+
* Iori leaps and spins towards the opponent to slam-dunk them into the ground, then spinning them around helicopter style to throw them across the screen. This DM is basically a slow fullscreen overhead attack that is very unsafe on block. Can catch the opponent in the air too, but too slow and unsafe to be used in the neutral, and the super flash gives it away. Won't combo into anything on the ground either. Mainly used in Iori's max mode combos, as he can easily combo into it from a launcher rekka; this move deals 3% more damage than his Maiden Masher DM, so more often than you will see it as a preferred max combo ender for 2 bars (unless you want hard knockdown). Also possible to supercancel into it from an anti-air dp+C, but the timing is very tight, so it's quite risky, and the damage isn't much for 2 bars.
 +
'''Combo Advice:''' Won't combo from anything on a grounded opponent. Main combo opportunities with this DM lie in Max Mode, it will easily combo if you launch with qcb+Px2 beforehand.  
  
 
* Overhead attack
 
* Overhead attack
  
* Hard knockdown
+
* Regular knockdown
  
 
==Super Desperation Move==
 
==Super Desperation Move==
  
'''Maiden Masher''' - (qcf~hcb + AC)
+
'''Maiden Masher''' - (qcf~hcb + AC) = 35% dmg
  
* This SDM version of the Maiden Masher has a bit slower start-up but outputs at least 20% more damage. It is a bit harder to combo into than the normal DM version but it's much easier in Max Mode. Even the opponent can't tech after the knockdown, Iori rises at the same time the opponent does making it impossible to apply oki pressure. It's probably best to use this super (if you have enough stocks) to punish the opponent extremely hard from whiff a special move or DM that has really bad recovery at the end of a match, or doing a Max Mode combo string.
+
* SDM version of the Maiden Masher. Deals about 13% more damage, but has pretty slow startup, so it's not very useful for neutral, and harder to combo into than the regular DM version. Good as a Max Mode combo ender though. Even the opponent can't tech after the knockdown, Iori rises at the same time the opponent does making it impossible to apply oki pressure. Best used as an ender to Max Mode combos. Can technically be used as a punisher, but it's slow and rather expensive for this purpose.
  
 
==HSDM==
 
==HSDM==
  
'''Flame Disentangle''' - (qcb~hcf + AC)
+
'''Flame Disentangle''' - (qcb~hcf + AC) = 34% dmg
  
* This HSDM is basically a much powerful spin-off of the Flame Comber (qcfx2+K) DM. Iori leaps towards the opponent quickly at hop height to slam them to the ground, to lift, spin and toss them across the screen. There isn't a super flash when Iori takes off before he leaps which can surprise some players when it connects. But it can be easily expected if the player notices the meter requirements needed for HSDMs. Unlike the Flame Comber, which is an overhead, the hit detection is a throw. To avoid it, you can roll, or even simply jump in any direction. You can hit him during his leap but it's rather risky because of the speed he travels towards the opponent.
+
* This HSDM looks like a more powerful spin-off of the Flame Comber DM (qcfx2+K). Iori prepares for a brief moment, then quickly leaps across the whole stage grabbing the opponent, and spins them around for some damage. This is a command grab. The important part about it is that it's fully invincible during the whole leap; and there is no super flash when Iori takes off before he leaps. All of this can be useful for a surprise invincible attack going through full screen (e.g. to go through projectiles). However, the damage of this HSDM isn't very high, and for the cost one might consider saving bar for something else; alas, it doesn't combo from anything either, so you can't use it to end max mode combos. Moreover, it can be easily expected if the opponent notices you're below 30% health and have enough bar, in which case it can be simply avoided by a hop and badly punished. All in all, this move is pretty situational; only use it if your opponent doesn't expect it and you're willing to burn so much meter for relatively small damage.
  
'''Combo Advice:''' Unfortunately you can't really combo this HDSM into anything. It's mainly a moving command throw that has very slow start-up.
+
'''Combo Advice:''' Unfortunately you can't really combo this HDSM from anything. It's mainly a moving command throw that has very slow start-up.
  
* Hard knockdown
+
* Regular knockdown
  
 
* Moving Command Throw
 
* Moving Command Throw
  
 
==Combos==
 
==Combos==
 +
 +
(parts in parentheses are optional, not counted in damage given)
  
 
===0 Stock===
 
===0 Stock===
Line 238: Line 255:
 
* cr.B, cl.B/cr.A/cl.A, qcb+Ax3 = 19% dmg
 
* cr.B, cl.B/cr.A/cl.A, qcb+Ax3 = 19% dmg
 
:* Main ground hitconfirm combo. Cr.A has more range but it's -1 on block, while cl.B is +2, so cl.B is a bit better for pressure if you're in range for it. Qcb+A (1st hit) is hard to punish for a lot of the characters, so it can sort of work as a 3rd hit to confirm from (although ideally you want to stop before it if your chain gets blocked).
 
:* Main ground hitconfirm combo. Cr.A has more range but it's -1 on block, while cl.B is +2, so cl.B is a bit better for pressure if you're in range for it. Qcb+A (1st hit) is hard to punish for a lot of the characters, so it can sort of work as a 3rd hit to confirm from (although ideally you want to stop before it if your chain gets blocked).
 +
 
* cr.B, cl.B/cr.A/cl.A, f+A = 10% dmg
 
* cr.B, cl.B/cr.A/cl.A, f+A = 10% dmg
 
:* Not much damage, but it's safe on block vs certain characters who can punish the first hit of qcb+A (Ryo, Kula, etc.).
 
:* Not much damage, but it's safe on block vs certain characters who can punish the first hit of qcb+A (Ryo, Kula, etc.).
 +
 
* (jump-in attack), cl.C, qcb+A/Cx3 = 20% dmg
 
* (jump-in attack), cl.C, qcb+A/Cx3 = 20% dmg
 
:* Main combo from a jump-in. See notes about qcb+A above.
 
:* Main combo from a jump-in. See notes about qcb+A above.
 +
 
* st.C, qcb+Cx3 = 22% dmg
 
* st.C, qcb+Cx3 = 22% dmg
 
:* Good combo for punishes, also the easier followup from Scum Gale.
 
:* Good combo for punishes, also the easier followup from Scum Gale.
* (jump-in attack), cl.C, hcb+K = 25% dmg
+
 
 +
* (jump-in attack), cl.C, hcb+K = 26% dmg
 
:* Better damage than qcb+Px3, but hcb+K is very unsafe on block, so only throw it if you're 100% sure it won't get blocked. Can be done after Scum Gale, but you need to run in to get a cl.C, and the timing for it is pretty tight, so if you aren't confident with it, just do st.C, qcb+Cx3.
 
:* Better damage than qcb+Px3, but hcb+K is very unsafe on block, so only throw it if you're 100% sure it won't get blocked. Can be done after Scum Gale, but you need to run in to get a cl.C, and the timing for it is pretty tight, so if you aren't confident with it, just do st.C, qcb+Cx3.
* cl.B, f+A,A, qcb+Cx3 = 30% dmg
+
 
:* Most damaging meterless combo for Iori, however there's a catch: you need to be point blank for it to work. Even a slight step back may result in qcb+C not reaching. You can't add a jump-in attack before cl.B either, but you can do this combo after a crossup (which is a good setup to land it).
+
* (crossup), cl.B, f+A,A, qcb+Cx3 = 30% dmg
* (cr.A/cl.A), hcb,f+P, (st.C, qcb+Cx3)/(run in, cl.C, hcb+K) = 22%/25% dmg
+
:* Most damaging meterless combo for Iori, however there's a catch: you need to be point blank for it to work. Even a slight step back may result in qcb+C not reaching, and you need to cancel f+A, A as soon as possible too; delaying the rekkas may also result in whiffed hits, so all in all it is very tricky to get consistently. You can't add a jump-in attack before cl.B either, but you can do this combo after a crossup (which is a good setup to land it).
 +
 
 +
* (cr.A/cl.A), hcb,f+P, (st.C, qcb+Cx3)/(run in, cl.C, hcb+K) = 22%/26% dmg
 
:* As mentioned above, 2 basic followups after Scum Gale. To combo the grab from cr.A, you can buffer cr.A like: f, d+A, b, f+P.
 
:* As mentioned above, 2 basic followups after Scum Gale. To combo the grab from cr.A, you can buffer cr.A like: f, d+A, b, f+P.
 +
 
* (standing in the corner) (cr.A/cl.A) hcb,f+P, cr.A/cl.A, hcb,f+P, (st.C, qcb+Cx3)/(run in, cl.C, hcb+K)
 
* (standing in the corner) (cr.A/cl.A) hcb,f+P, cr.A/cl.A, hcb,f+P, (st.C, qcb+Cx3)/(run in, cl.C, hcb+K)
:* A tricky combo to land from the corner to get a little more damage.  
+
:* A tricky combo to land from the corner to get a little more damage.
 +
 
 
* (cr.A/cl.A), hcb,f+P, [run-in cr.A/cl.A, hcb,f+P] (repeat)
 
* (cr.A/cl.A), hcb,f+P, [run-in cr.A/cl.A, hcb,f+P] (repeat)
:* Iori's infinite that is really tricky to perform and hard not to drop. A drop will leave the opponent standing, and this can give them opportunity for a punish. Not exactly a beginner combo.
+
:* Iori's infinite that is really tricky to perform and hard not to drop. A drop will leave the opponent standing, and this can give them opportunity for a punish. Not exactly a beginner combo. Doesn't do much damage on each hit either.
  
 
===1 Stock===
 
===1 Stock===
  
* cr.B, cr.A, f+A, qcf~hcb+P
+
* cr.B, cr.A/cl.B/cl.A, f+A, qcf~hcb+P = 32% dmg
:*Approx 30% dmg. 11 hits.
+
:*Standard damage but good confirm. This combo may be done using special input suppression: when you press B, you keep holding it, then input A, qcf+A (and release B), qcb+P. 11 hits.
:*Standard damage but good confirm. This combo may be done using special input suppression: when you press B, you keep holding it, then input A, qcf+A (and release B), qcb+P.  
 
  
* cr.B, cl.B, f+A, qcf~hcb+P
+
* (jump-in attack), cl.C, f+A, qcf~hcb+P = 34% dmg
:*Approx 32% dmg. 11 hits.  
+
:*confirm into DM from jump-in. 10 hits.
  
* cl.C, f+A, qcf~hcb+P
+
* (crossup), cl.B, f+A,A, qcf~hcb+P = 40% dmg
:*Approx 34% dmg. 10 hits.
+
:* Version of a similar meterless route. Very damaging 1 bar combo for Iori, but you need to be point blank for it to work, and you need to cancel f+A, A as soon as possible too, so all in all it is very tricky to get it consistently. You can't add a jump-in attack before cl.B either, but you can do this combo after a crossup (which is a good setup to land it).
  
 
===2 Stocks===
 
===2 Stocks===
  
* cr.B, cr.A, f+A, qcf~hcb+P, qcfx4+AC
+
* cr.B, cr.A, f+A, qcf~hcb+P, qcfx4+AC = 40% dmg
:*40% damage. 18 hits.
+
:*2 bar version of the similar 1 bar combo. Not as much damage as max mode, but this one has a good confirm and is consistent. 18 hits.
:*2 bar version of the similar 1 bar combo. Not as much damage as max mode, but this one has a good confirm and is consistent.
 
  
* cl.C, dp+C (2) (SC) qcf~hcb+P
+
* (jump-in attack), cl.C, f+A, qcf~hcb+P, qcfx4+AC = 42% dmg
:*42% damage. 11 hits.
+
:*2 bar version of the similar 1 bar combo. 17 hits.
:*Easy to input (as f, qcf+C, qcb+P), but a lot of caveats here. Cl.C dp+C will whiff on a lot of crouchers, and no real way to confirm for this combo (can't add a jump-in, or dp+C will whiff). Ideally, you want more consistent combos though.
+
 
 +
* cl.C, dp+C (2) (SC) qcf~hcb+P = 42% dmg
 +
:*Easy to input (as f, qcf+C, qcb+P), but a lot of caveats here. Cl.C dp+C will whiff on a lot of crouchers, and no real way to confirm for this combo (can't add a jump-in, or dp+C will whiff). Ideally, you want more consistent combos though. 11 hits.
  
 
===Max Mode Combos===
 
===Max Mode Combos===
 +
 +
Quick notes:
 +
* For 2 bar, a qcfx2+K ender deals the most damage; qcf, hcb+P causes a hard knockdown, but is harder to connect
 +
* For 3 bar, SDM deals more damage than qcf, hcb+P > qcfx4+AC
 +
* Qcfx2+K only combos on a launched opponent, but will easily connect from a juggle
 +
* Qcf, hcb+P/qcf, hcb+AC only combo on grounded opponents or on very low juggle
 +
* Routes starting with "cl.C (BC) ..." may be started with cl.B cl.C (link), very strict timing though
  
 
====2 Stocks====
 
====2 Stocks====
  
* cr.B, [BC], f+A, qcb+Cx2, (C) hcb+K (1), (C) dp+C (2) (SC) qcfx2+K
+
* cr.B, [BC], f+A, qcb+Cx2, (C) hcb+K (1), (C) dp+C (2) (SC) qcfx2+K = 38% dmg
:*Approx 38% damage. 8 hits. The BC activation after cr.B is a bypass of cl.B when cancelled from cr.B.
+
::Activating cr.B into f+A is a 2f window but makes you able to convert cr.B very close to the tip. 8 hits.  
 +
 
 +
* f+B [BC] far C, qcb+Cx2, (C) hcb+K (1), (C) dp+C (2) (SC) qcfx2+K = 42% dmg
 +
::A route from an overhead and without a run after BC cancel. f+B is pretty slow and not used as overhead often, but it's possible. 7 hits.
 +
 
 +
* cl.C [BC] far C, qcb+Cx2, (C) hcb+K (1), (C) dp+C (2) (SC) qcfx2+K = 46% dmg
 +
::A route without a run after BC cancel. Delay the Far C after Max Mode activation slightly for it to connect properly. 8 hits.
 +
 
 +
* (jump-in attack), cl.C [BC] cl.C, qcb+C, (C) hcb+K (1), (C) dp+C (2), (C) qcb+Cx2, (C) dp+C (2) (SC) qcfx2+K = 50% dmg
 +
::One of the best routes that work from any position on the screen, and works without issue on low crouchers too. May still work if you get st.C instead of cl.C after the run (if not too far), also doesn't require some fast cancels. Note: vs Bao, Mature and Vice, when doing "hcb+K (1), (C) dp+C", the 2nd hit of dp+C will whiff, so you need to cancel it on the 1st hit.
 +
 
 +
* (jump-in attack), cl.C [BC] cl.C, qcb+C, (C) hcb+K (1), (C) dp+C (2), (C) hcb+K (1), (C) dp+C (2) (SC) qcf~hcb+P = 47% dmg
 +
::A version of the route above ending with qcf~hcb+P.
 +
 
 +
* (jump-in attack), cl.C [BC] cl.C, qcb+C, (C) dp+C (2), (C) qcb+C, (C) dp+C (2), (C) qcb+Cx2, (SC) qcfx2+K = 51% dmg
 +
::Another optimal route that works from any position on the screen. Does a tiny bit more damage than the 2 routes above, and also works with SDM at the end. Pay attention though that when doing "qcb+C, (C) dp+C", dp+C may whiff the 2nd hit on low crouchers and some mid crouchers (e.g. Kyo), and will whiff completely on Bao, Vice and Mature; so vs these characters, you may substitute the "qcb+C, (C) dp+C" to "hcb+K (1), (C) dp+C" (this makes the run a little tighter to get "cl.C, hcb+K", but otherwise is the same).
 +
 
 +
* (jump-in attack), cl.C [BC] cl.C, dp+C (2), (C) qcb+C, (C) dp+C (2), (C) qcb+Cx2, (C) dp+C (2), (SC) qcfx2+K = 54% dmg
 +
::The most damaging route that works anywhere for Iori, but there's a lot of caveats here. You need to be point blank to connect dp+C (2) after cl.C, and this makes the run very tight. Moreover, dp+C(2) whiffs on low crouchers and a few mid crouchers. All in all, a lot that could go wrong here for extra ~3% damage.
 +
 
 +
* (jump-in attack), cl.C [BC] cl.C, [dp+C (2), (C) qcb+C]x2, (C) dp+C (2) (SC) qcf~hcb+P = 49% dmg
 +
::Same route as above but with qcf~hcb+P finisher, same notes apply. 19 hits.  
  
* f+B [BC] far C, qcb+Cx2, (C) hcb+K (1), (C) dp+C (2) (SC) qcfx2+K
+
* (crossup), cl.B, f+A>A, qcb+(BC), qcb+C, (C) hcb+K(1), '''(C) dp+C(2)''', (C) qcb+Cx2 -quickly-, (SC) qcfx2+K = 51% dmg
:*Approx 42% damage. 7 hits.
+
:: Best reserved for crossup, when done very far away from the corner. You need to be point blank for this to work, and even a slight step back may result in qcb+BC not reaching. You can't add a regular jump-in attack before cl.B either, but you can do this combo after a crossup (which is a preferred setup to land it). There are alternative enders to this route after dp+C (2) that need specific distance from corner:
  
* j.C, cl.C [BC] far C, qcb+Cx2, (C) hcb+K (1), (C) dp+C (2) (SC) qcfx2+K
+
:* ... '''(C) dp+C(2)''', (C) qcb+Cx2 -quickly-, dp+C(2), (C) qcb+C, (SC) qcfx2+K = 55% dmg
:*Approx 54% damage. 8 hits. Delay the Far C after Max Mode activation slightly for it to connect properly.
+
::: Different ending of the route above, must be done from about the round start position or so, same notes apply. Note that the 2nd DP is NOT a cancel: you launch with the rekka and then juggle with a DP after it. Perhaps the highest damage route Iori has overall. May also be ended with a SDM after dp+C (2).
  
* j.C, cl.C [BC] cl.C, qcb+C, (C) hcb+K (1), (C) dp+C (2), (C) hcb+K (1), (C) dp+C (2) (SC) qcf~hcb+P
+
:* ... '''(C) dp+C(2)''', (C) qcb+A (whiff), delay qcb+A, dp+C(2), (C) qcb+C, (SC) qcfx2+K = 55% dmg
:*Approx 55% damage. 18 hits. The cl.C after Max Mode activation must be inputted quickly with a slight walk or dash toward the opponent.
+
::: Another version of the same route, for when you're too close to corner for the route above to work. Same notes apply.  
  
* j.C, cl.C [BC] cl.C, [dp+C (2), (C) qcb+C]x2, (C) dp+C (2) (SC) qcf~hcb+P
+
* cr.B, cl.B/cr.A/cl.A, f+A, qcb+(BC), qcb+C, (C) hcb+K(1), '''(C) dp+C(2)''', (C) qcb+Cx2 -quickly-, (SC) qcfx2+K = 44% dmg
:*Approx 58% damage. 19 hits. dp+C(2) whiffs on low crouchers and a few mid crouchers
+
:: Same route as above but started from low confirm with 3 hits, doesn't require strict spacing; has same possible followups after dp+C (2) as the above route. Not as much damage as other optimal routes without the said followups, but good confirm, and easy to land (no run after BC needed). Also, better damage than doing qcf, hcb+P > qcfx4+AC from same confirm for same amount of bar, and may do even more damage and allow SDM at the end if you get the right spacing for the followups, so there's that. Getting qcb+C instead of hcb+B after f+A can be made easier if you press BC, then quickly release B and keep holding C.
  
* j.C, cl.C [BC] cl.C, qcb+C, (C) hcb+K (1), (C) dp+C (2), (C) qcb+Cx2, (C) dp+C (2) (SC) qcfx2+K
+
* (jump-in attack), cl.C, f+A, qcb+(BC), qcb+C, (C) hcb+K(1), '''(C) dp+C(2)''', (C) qcb+Cx2 -quickly-, (SC) qcfx2+K = 46% dmg
:*Approx 59% damage.
+
:: Same route as above with confirm from j.C cl.C, same possible followups after dp+C (2). Same notes apply.
:*One of the best routes that work anywhere.
 
  
 
====3 Stocks====
 
====3 Stocks====
  
* f+B [BC] far C, qcb+Cx2 (SC) qcf~hcb+AC
+
* f+B [BC] far C, qcb+Cx2 (SC) qcf~hcb+AC = 46% dmg
:*Approx 46% damage. 5 hits.
+
::Route from an overhead without a run after BC. 5 hits.
  
* cr.B, [BC], f+A, qcb+Cx2 (SC) qcf~hcb+AC
+
* cr.B, [BC], f+A, qcb+Cx2 (SC) qcf~hcb+AC = 51% dmg
:*Approx 51% damage. 6 hits.
+
::Route from a low without a run after BC. 6 hits.
  
* j.C, cl.C [BC] far C, qcb+Cx2 (SC) qcf~hcb+AC
+
* cl.C [BC] far C, qcb+Cx2 (SC) qcf~hcb+AC = 52% dmg
:*Approx 60% damage. 6 hits.
+
::Route without a run after max mode activation. 6 hits.
  
* j.C, cl.C [BC] cl.C, qcb+C, (C) hcb+K, (C) dp+C (2), (C) hcb+K (1), (C) dp+C (2) (SC) qcb~hcf+AC
+
* (jump-in attack), cl.C [BC] cl.C, qcb+C, (C) hcb+K, (C) dp+C (2), (C) hcb+K (1), (C) dp+C (2) (SC) qcb~hcf+AC = 60% dmg
:*Approx 68% damage. 10 hits.
+
::Optimal route that works on all characters and from any position on stage. Version of the similar route ending in DM. 10 hits.
  
* j.C, cl.C [BC] cl.C, [dp+C (2), (C) qcb+C]x2, (C) dp+C (2) (SC) qcf~hcb+AC
+
* (jump-in attack), cl.C [BC] cl.C, qcb+C, (C) dp+C (2), (C) qcb+C, (C) dp+C (2), (C) qcb+Cx2, (SC) qcf~hcb+AC = 61% dmg
:*Approx 71% damage. dp+C(2) whiffs on low crouchers and a few mid crouchers
+
::Another optimal route, similar to the 2 bar version but ends in SDM.
 
 
==Discussion Threads==
 
Discuss at [https://discord.gg/8JNXHxf 02UM Discord server]
 
  
Discuss at [http://dreamcancel.com/forum/index.php?topic=431.0 Dream Cancel]
+
* (jump-in attack), cl.C [BC] cl.C, [dp+C (2), (C) qcb+C]x2, (C) dp+C (2) (SC) qcf~hcb+AC = 63% dmg
 +
::Version of the similar route ending in DM. Works from any position on stage. The caveat is that the run after BC is tight, and dp+C(2) whiffs on low crouchers and a few mid crouchers.
  
 
==Frame Specifics==
 
==Frame Specifics==
Line 350: Line 400:
 
'''Crouching Normals'''
 
'''Crouching Normals'''
  
cr A - 6F (+ 1F)  
+
cr A - 6F (-1F)  
  
 
cr B - 6F (+ 0F)  
 
cr B - 6F (+ 0F)  
Line 421: Line 471:
  
 
== Videos ==
 
== Videos ==
[https://www.youtube.com/watch?v=EZoUnX6yKSQ Iori -Max- combos] by Franck Frost <br>
+
{{#ev:youtube|EZoUnX6yKSQ|||'''Iori -Max- combos''' by [https://www.twitter.com/FranckFrost Franck Frost]|frame}}
 +
 
 +
{{#ev:youtube|FzJE9-6v9C0|||'''Nikolai-保力達 (IORI Best Rounds)'''|frame}}
 +
 
 +
{{#ev:youtube|CiAwKdQljqw|||'''Iori Master Class'''|frame}}
 +
 
 +
==External Links==
 +
Check [https://docs.google.com/spreadsheets/d/1lzpQMoGAboJezLT9WRd3O-vlNDNRlgF_47ShtBGZ3G4/edit#gid=1376737498 {{SUBPAGENAME}}'s frame data]
  
[https://www.youtube.com/watch?v=CiAwKdQljqw Iori Master Class] <br>
+
Discuss at [https://discord.gg/8JNXHxf 02UM Discord server]
  
[https://www.youtube.com/watch?v=FzJE9-6v9C0 Nikolai-保力達 (IORI Best Rounds)]
+
Discuss at [http://dreamcancel.com/forum/index.php?topic=431.0 Dream Cancel]
  
  
 
{{Navbox 2002UM}}
 
{{Navbox 2002UM}}
 
[[Category:The King of Fighters 2k2UM]]
 
[[Category:The King of Fighters 2k2UM]]

Latest revision as of 19:48, 24 November 2020

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 + A.gifC.gif

Normals

Close

  • cl.A/B/C are cancelable.
  • cl.A hits around waistline (so not very good vs hop), chainable so can be used as combo filler. Can link into cl.C on hit.
  • cl.B is a low attack with a close activation range. Has best frame advantage (+2 on block/+4 on hit) among his cancelable light normals, so good for strings/confirm chains. You can link cl.C after it on hit.
  • cl.C is very fast with a 3f startup. Main combo starter after a jump-in or for when you need a heavy attack. Also great for close punishes, frametraps, and as a close anti-air as well to stop hops/jumps. Reaches very high, so it works well for run-unders and stopping opponents from jumping above your head. Only the first part before his arm is stretched is cancelable.
  • cl.D doesn't cancel into anything but covers a big area and is useful for a quick anti-air to stop opponents from jumping out of the corner. Has better activation range than cl.C.

Standing

  • st.C is cancelable, the rest isn't.
  • st.A is +4 on block which is good for poking at a close range and to bait and block Guard Cancel Attacks, also useful for frametraps. The distance on the stand A is rather short, though. Doesn't hit very high so unlike most st.As, this one isn't very good to stop hops.
  • st.B is a good close range poke that is aimed at the opponents lower midsection. It is fast, has good recovery, and can be used to frame trap opponents with qcb+A.
  • st.C has good range and is cancelable. It's good for punishes just outside of close normals' range. The recovery isn't great but can be canceled into specials for safety.
  • st.D is a long button with decent speed that hits pretty high too. Good for pokes when done on the tip, and also for preemptively stopping hop attacks, but its whiff recovery is bad.

Crouching

  • cr.A/B/C are cancelable.
  • cr.A has great range and can be canceled into qcb+A. Chainable.
  • cr.B will be used a lot for his high low/pressure, rush down and for starting combos. It's a little slower than other cr.Bs in the game and chains a bit slower too, but stays out for a long time, making it very good to catch jump landings with. When running at your opponent, you can 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. A bit slow to use on reaction, but decent vs hops (Iori doesn't have many buttons to cover this for him).
  • cr.D is very fast and long, but has very bad recovery and isn't cancel-able on hit or on block, so whiffing it or having it blocked can leave you wide open. Use with caution. Might work as a punish when nothing else reaches in time.


Jumping

  • j.A has a rather sharp downward angle which can be good to use next to his j.C because it start quicker. Stays out for quite a while.
  • j.B is a very long poke that stays out for a long time. Good for air-to-air attacks, and stopping incoming hop pressure. Be careful though because it whiffs on low crouchers.
  • j.C is a bit slow, but very deep jump-in. Good because it can't be low profiled easily, and it is also fairly hard to anti-air against as well on wake up. Use it to fully utilize Iori's 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 is a good multi-purpose button that can be used as an air-to-air attack during certain ranges, and as a jump-in as well, but it may miss on crouching opponents if performed too early. Useful because of its versatility and how much air it covers.

Blowback Attack

  • st.CD is standard, cancelable on hit/block/whiff, but also can be canceled into command normals. You can try to use it as a preemptive anti-hop attack, but it isn't guaranteed.
  • j.CD comes out pretty quick, and has a horizontal angle. Good for air-to-airs and works as a jump-in too, but will whiffs on low crouchers. Good priority (better than his other jump attacks).

Throws

Reverse Skinner - (f/b + C) close

  • Standard C throw. Breakable and sends the opponent flying far away but it recovers fast enough to meaty the opponent if they didn't tech the knockdown.
  • Can be broken
  • Soft knockdown

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

  • Same deal as above. Sadly, unlike many characters' D throws, this one doesn't cause hard knockdown.
  • Can be broken
  • Back turned soft knockdown

Command Moves

Dream Blast - (f + A, A)

  • Iori performs a slash looking identical to his st.C, then an optional 2nd hit that looks like a backhand punch. To get the 2nd hit, you either press A twice really quick, or time it after the 1st hit (the timing is strict though). If you press f+A, only the first hit will come out.
The first hit is a quick long range attack that doesn't do much damage or knock down, but comboes from light and heavy attacks and is pretty safe on block from distance. Sadly, unlike in most other KoF games, in this game this attack can't be canceled into specials, which impacts Iori's confirms and damage in a negative way. However, f+A can still be canceled into supers, notably into Maiden Masher, giving Iori a 3 hit confirm into a DM. It also can be used for combos in cases when ending in qcb+A is dangerous (e.g. vs Kula or Ryo), although the damage is very low and sub-optimal. Because of the pushback, it's not exactly good for max mode confirms either, although it can still work with max bypass into qcb+BC or with tighter run (after cl. light normal xx f+A). Otherwise, it has situational uses, but not really much for neutral or combos.
The 2nd hit is cancelable into specials. It will only connect if f+A was done close (at most after 1 light attack). The interesting property of this move is its high damage, it deals quite a lot on its own and allows for some of the most damaging combos for Iori. However, because you need to be point blank, it's not very convenient to start combos with it, and the pushback only allows for the longest range attacks to combo after it (qcb+C/qcf, hcb+P); any more distance, and the attacks may whiff, so be very careful if you choose to combo from this move at all, and if you do, make sure you're point blank to the opponent (eg after a crossup). Otherwise, the move may be useful for frametraps and to surprise the unsuspecting opponent. Overall, a pretty tricky move, and not easy to use.
  • First hit cancel-able into the second hit
  • First hit only cancelable only into supers
  • Second hit cancel-able on hit

Combo Advice: You can cancel f+A (the 1st hit) into Maiden Masher (qcf, hcb+P), but the timing is a bit strict. It may also serve to give Iori a 2–3 hit confirm into max mode, but the damage/routes will get worse than after cl.C. While f+A becomes cancelable in max mode, it doesn't add much damage and canceling it drains your max mode bar, so it's not very useful in this scenario. For properly connecting the second hit (f+A>A), you can only start with point blank cl.B/cl.A/cr.A and then input f+A,A. If you place any other normals or strings before it, the second hit may whiff.


Thunder Axe Shadow Reaper - (f + B)

  • Iori's standing overhead. Long range, but slow and bad recovery on block. Not cancelable when done raw, so not very useful this way but may work once in a blue moon. Becomes cancelable when canceled into; won't combo from anything, but somewhat OK to use as a frametrap after cl.C.
  • Overhead attack
  • Only cancel-able on block if canceled from a cancel-able normal


Lily Breaker - in air, (b + B)

  • A command cross-up also known as "taco" that hits behind Iori. Technically you press "back"+B to perform it, but if you want to crossup with it, it can be easier to think of it as holding "forward", jumping, then pressing B when you still keep holding the same direction.
As a crossup, this move has huge range and also does more hitstun/blockstun than most attacks in the game, making comboing after it easier than after other air normals. Obviously, this is very useful for mixups. The move may even appear overpowered at a glance, however there are several caveats to it. First is that Iori cannot hop/hyperhop over a standing opponent, so either you commit to a full jump (which is slower and easier to react to), or you need to force the opponent to crouch to go over them quicker. Second is that this move will whiff on low crouchers, so about half the game's roster if they crouch; and other character may have a move that shrinks their hurtbox, e.g. cr.B, to go under it. Third, the "taco" is not an overhead, and can be blocked crouching. Still, with all these caveats, this can be a scary mixup option, especially VS unprepared players and those unfamiliar with Iori. Landing it may get easier if you find good setups; it may be used several times in a row to harass your opponent, too, and paired with Iori's other mixup options, the "taco" can become a nightmare for the opponent to block.
This move has another important use: you may perform it during backdash (like b, b+B). This causes Iori to leap much further backwards than he normally does, almost full stage distance. This is an excellent tool to reset the spacing or run away from the opponent very quickly.
  • Cross-up attack only

Combo Advice: It's rather easy to combo from this kick into anything. The stun from this move is so long that it can allow to confirm from one hit.

Special Moves

Fireball - (dp + A/C) = 8%/13% dmg

  • A pretty standard DP. The light version is only invincible up to the hit (can trade) and recovers relatively quickly, also on a counter it will deal 2 hits and a bit more damage. The heavy version deals 3 hits and is fully invincible on the 1st hit (can't trade); it goes very high and is very unsafe. This move is used as any other DP, i.e. as an anti-air/reversal. The slight downside here is that both versions hit a little low on the first few frames, so take this into account when timing it.

Combo Advice: Not the best move to combo into normally, but it forms the base of Iori's max mode combos, and can also supercancel into his DMs, so there's that.

  • Regular knockdown
  • Super cancellable


Dark Thrust - (qcf + A/C) = 10% dmg

  • A standard low projectile, but with good speed. Light version travels slowly, heavy version travels much quicker. This move comes out faster than most projectiles, which is a big plus, but the recovery on it is pretty average. Since this is a low projectile, it's not hard to go over it with a jump or a hyperhop. For this reason, this move is not exactly good for "zoning" out your opponent per se, as it doesn't cover the air very well, and it is pretty dangerous for Iori to throw it carelessly in close/mid range as he risks eating a full combo with it. Still, this move works well in a standard projectile fashion — to hit the grounded opponent, as a sort of safe poke or a frmetrap or an ender to blockstrings, as well as catch jump landings, - and it is still relatively safe to throw from far distance.

Combo Advice: Not really a "combo" move, but it will combo from light attacks up close. Also OK to cancel into from st.C/st.CD for frametraps/combos.

  • Ground projectile


Deadly Flower - (qcb + A/C up to 3 times) = 12% dmg

  • Iori quickly slides forward with 3 strikes, slamming the opponent into the ground with the last one. This is a "rekka" special, i.e. you perform each of the 3 hits with a separate qcb+P input; you can stop on 1-2 hits, or delay the hits a bit. The 2nd hit launches, the 3rd hit is an overhead and causes hard knockdown.
Both versions deal the same damage. The light version is very fast, safe, goes a good distance forward and comboes from both light and heavy attacks. The heavy version only comboes from heavy attacks, but goes even further; it is not as safe as the light version though. (Also note that the 1st hit of qcb+C has a short window of upper body invincibility on startup that may allow it to slide under some attacks/projectiles.)
This is an important move for Iori that can serve many purposes. It works very well for combos, as a fast & long range punisher, and can also be used as a poke or even a situational anti-air (from far range). And the last hit of the rekka gives Iori a lot of advantage on knockdown.
This move can be landed from pretty much any normal Iori has. The first hit of qcb+A is pretty hard to punish on tip, so it works as an extra hit to confirm off, and a safe-ish poke or an ender to blockstrings. That said, every hit of the rekka chain is punishable to some extent, and the more hits you do, the more punishable it gets; but if the opponent gets hasty after a hit, you may catch him with a delayed 2nd/3rd hit (although this is a bit of a gamble). To be safe though, you either confirm into qcb+A/C, or stop on 1 hit of qcb+A. The rekka can be used to punish things that other moves won't reach in time, like blocked light DPs (qcb+A/qcb+C can punish everything -9/-12 and slower in their range, respectively).
The hard knockdown finisher of the rekka is a convenient setup for Iori's okizeme, for example meaty / ambiguous roll / crossup / scum gale / etc., which again can lead to another landed rekka, resulting in "vortex" offense that gives Iori a lot of advantage and momentum.

Combo Advice: The rekka can be comboed into from pretty much everything and in any situation. From cr.B, cl.B/cr.A and whenever unsure of the hit always use qcb+A to confirm. Qcb+C is only preferred around st.C's tip and when you've confirmed the hit prior, to get some extra carry.

  • Hard knockdown
  • Can be used up to 3 times in a row
  • Last hit is an overhead


Dark Crescent Slice - (hcb + B/D) = 17% dmg

  • Iori runs up to the opponent, slams their head on the ground, then blasts them with fire. This is a hit-grab, i.e. it's blockable, but it looks like a grab. Light version travels half screen while the heavy version travels full screen; both versions deal the same damage. This move deals 5% more damage than Iori's rekkas, but only comboes from cl.C and is really unsafe on block, so its mainly used in combos to get more damage on punish/after confirm. Not a good move to use in the neutral or throw on block randomly though. Iori runs a bit faster during this move than he does normally, so it can be used to cover distance faster after a knockdown. Has invincibility to some cr.Bs, although probably this won't find much use.

Combo Advice: Comboes from Iori's cl.C and cr.C (from close only). Causes hard knockdown which you can use set up a few wake-up options, much like with the rekka. Also useful for max mode combo strings.

  • Hard knockdown
  • Running hit-grab
  • Can be blocked


Scum Gale - close, (hcb, f + A/C) = 0% dmg

  • A delayed command grab. Iori grasps the opponent and switches sides with them, pushing them away. By itself, this move deals no damage, but you're free to connect any combo after it (as long as it reaches). This is a very important tool for Iori's mixups that works to open up your opponent, and can be a very scary option if used well. Sadly, unlike in some other games, in this game this move has no invincibility whatsoever, so it can get beaten with any attack on its startup, and throwing it randomly is pretty risky — even more so if you become predictable with it. However, when paired with Iori's other mixup options, it is not so easy to see Scum Gale coming. Getting unpredictable with the move is key, and Iori has many opportunities where he can land this. You can try it on opponent's wakeup, you can run in with it (works great if you buffer it with the run), you can throw it from an empty hop, after a jump-in attack, etc etc. Any time when the opponent is scared to press buttons and chooses to block, there's a chance to land this move, so get inventive with it. If you're good enough, you may be able to land max mode combos for 50-60% damage from Scum Gale, which makes this move much scarier than it already is.

Combo Advice: Any time you land Scum Gale, you have several choices. For an easy good option, you can do st.C xx qcb+Cx3 or qcf, hcb+P. For a harder but more damaging option, if you are quick enough, you can run up with a close C to land pretty much any 0-3 bar combo. The timing is tricky but it's worth learning. The grab itself can be comboed into from light attacks point blank, which opens up some advanced combos for Iori, and even an infinite (see combos section); however, they are not strictly essential, and some of them add somewhat little damage for the high difficulty.

  • Deals no damage
  • Slow command grab

Desperation Moves

Maiden Masher - (qcf~hcb + A/C) = 22% dmg

  • Iori rushes towards the opponent, then performs a flurry of claws and scratches ending off in a blast of purple flames. A fast "ranbu" super that hasn't changed much compared to other KOF titles. The damage is average, but the good part is that you can cancel into it from f+A (the 1st hit), giving Iori more damage and an extra hit to confirm from in combos. It has fast start-up (which isn't invincible) which can punish a fair amount of special moves that have poor recovery. Against mid-air projectiles (like Athena's Psycho Ball) he can't duck underneath them during his rush anymore, but he can use this super as a reaction anti-air against regular jumps and hyper hops. On block, the recovery is horrible, so try your best to make sure this DM connects or else you will be punished hard. There is a hard knockdown after the purple flame blast at the end, but the opponent is thrown at almost a half-screen away, so be sure to act quickly if you want to continue the pressure on their wake up.
  • Hard knockdown

Combo Advice: Comboes from any of Iori's cancelable normals, and also after f+A (1st hit), which is a preferable way to confirm into it (such as cl.C f+A or cr.B cl.B f+A). You can also super cancel it from his dp+C.

Wolf Bloom - During Maiden masher, (qcf x 4 + AC) = 8% dmg (30% in total with the DM)
  • To perform this followup, you must input the 4 quarters and press AC when Iori blasts the opponent with the ender of Maiden Masher (probably better to start inputting the quarters early, so practice this a bit beforehand). Basically, this is a way to inflict 8% more damage after the DM for 1 extra bar. This attack also ends in hard knockdown, but throws the opponent quite far away after it. Keep in mind that the animation for the DM is quite long, so it may help or harm you when the clock is approaching it's final seconds. Overall, this is a simple, but not very damaging way to spend 2 bars without going into max mode. Not the highest damage you can get for 1 extra bar, but may be worth it if it kills. Ending Max Mode combos with this is not advised, as the Maiden Masher SDM deals more damage for same amount of bar and is easier to combo into.
  • Hard knockdown


Flame Comber - (qcf x 2 + B/D) = 25% dmg

  • Iori leaps and spins towards the opponent to slam-dunk them into the ground, then spinning them around helicopter style to throw them across the screen. This DM is basically a slow fullscreen overhead attack that is very unsafe on block. Can catch the opponent in the air too, but too slow and unsafe to be used in the neutral, and the super flash gives it away. Won't combo into anything on the ground either. Mainly used in Iori's max mode combos, as he can easily combo into it from a launcher rekka; this move deals 3% more damage than his Maiden Masher DM, so more often than you will see it as a preferred max combo ender for 2 bars (unless you want hard knockdown). Also possible to supercancel into it from an anti-air dp+C, but the timing is very tight, so it's quite risky, and the damage isn't much for 2 bars.

Combo Advice: Won't combo from anything on a grounded opponent. Main combo opportunities with this DM lie in Max Mode, it will easily combo if you launch with qcb+Px2 beforehand.

  • Overhead attack
  • Regular knockdown

Super Desperation Move

Maiden Masher - (qcf~hcb + AC) = 35% dmg

  • SDM version of the Maiden Masher. Deals about 13% more damage, but has pretty slow startup, so it's not very useful for neutral, and harder to combo into than the regular DM version. Good as a Max Mode combo ender though. Even the opponent can't tech after the knockdown, Iori rises at the same time the opponent does making it impossible to apply oki pressure. Best used as an ender to Max Mode combos. Can technically be used as a punisher, but it's slow and rather expensive for this purpose.

HSDM

Flame Disentangle - (qcb~hcf + AC) = 34% dmg

  • This HSDM looks like a more powerful spin-off of the Flame Comber DM (qcfx2+K). Iori prepares for a brief moment, then quickly leaps across the whole stage grabbing the opponent, and spins them around for some damage. This is a command grab. The important part about it is that it's fully invincible during the whole leap; and there is no super flash when Iori takes off before he leaps. All of this can be useful for a surprise invincible attack going through full screen (e.g. to go through projectiles). However, the damage of this HSDM isn't very high, and for the cost one might consider saving bar for something else; alas, it doesn't combo from anything either, so you can't use it to end max mode combos. Moreover, it can be easily expected if the opponent notices you're below 30% health and have enough bar, in which case it can be simply avoided by a hop and badly punished. All in all, this move is pretty situational; only use it if your opponent doesn't expect it and you're willing to burn so much meter for relatively small damage.

Combo Advice: Unfortunately you can't really combo this HDSM from anything. It's mainly a moving command throw that has very slow start-up.

  • Regular knockdown
  • Moving Command Throw

Combos

(parts in parentheses are optional, not counted in damage given)

0 Stock

  • cr.B, cl.B/cr.A/cl.A, qcb+Ax3 = 19% dmg
  • Main ground hitconfirm combo. Cr.A has more range but it's -1 on block, while cl.B is +2, so cl.B is a bit better for pressure if you're in range for it. Qcb+A (1st hit) is hard to punish for a lot of the characters, so it can sort of work as a 3rd hit to confirm from (although ideally you want to stop before it if your chain gets blocked).
  • cr.B, cl.B/cr.A/cl.A, f+A = 10% dmg
  • Not much damage, but it's safe on block vs certain characters who can punish the first hit of qcb+A (Ryo, Kula, etc.).
  • (jump-in attack), cl.C, qcb+A/Cx3 = 20% dmg
  • Main combo from a jump-in. See notes about qcb+A above.
  • st.C, qcb+Cx3 = 22% dmg
  • Good combo for punishes, also the easier followup from Scum Gale.
  • (jump-in attack), cl.C, hcb+K = 26% dmg
  • Better damage than qcb+Px3, but hcb+K is very unsafe on block, so only throw it if you're 100% sure it won't get blocked. Can be done after Scum Gale, but you need to run in to get a cl.C, and the timing for it is pretty tight, so if you aren't confident with it, just do st.C, qcb+Cx3.
  • (crossup), cl.B, f+A,A, qcb+Cx3 = 30% dmg
  • Most damaging meterless combo for Iori, however there's a catch: you need to be point blank for it to work. Even a slight step back may result in qcb+C not reaching, and you need to cancel f+A, A as soon as possible too; delaying the rekkas may also result in whiffed hits, so all in all it is very tricky to get consistently. You can't add a jump-in attack before cl.B either, but you can do this combo after a crossup (which is a good setup to land it).
  • (cr.A/cl.A), hcb,f+P, (st.C, qcb+Cx3)/(run in, cl.C, hcb+K) = 22%/26% dmg
  • As mentioned above, 2 basic followups after Scum Gale. To combo the grab from cr.A, you can buffer cr.A like: f, d+A, b, f+P.
  • (standing in the corner) (cr.A/cl.A) hcb,f+P, cr.A/cl.A, hcb,f+P, (st.C, qcb+Cx3)/(run in, cl.C, hcb+K)
  • A tricky combo to land from the corner to get a little more damage.
  • (cr.A/cl.A), hcb,f+P, [run-in cr.A/cl.A, hcb,f+P] (repeat)
  • Iori's infinite that is really tricky to perform and hard not to drop. A drop will leave the opponent standing, and this can give them opportunity for a punish. Not exactly a beginner combo. Doesn't do much damage on each hit either.

1 Stock

  • cr.B, cr.A/cl.B/cl.A, f+A, qcf~hcb+P = 32% dmg
  • Standard damage but good confirm. This combo may be done using special input suppression: when you press B, you keep holding it, then input A, qcf+A (and release B), qcb+P. 11 hits.
  • (jump-in attack), cl.C, f+A, qcf~hcb+P = 34% dmg
  • confirm into DM from jump-in. 10 hits.
  • (crossup), cl.B, f+A,A, qcf~hcb+P = 40% dmg
  • Version of a similar meterless route. Very damaging 1 bar combo for Iori, but you need to be point blank for it to work, and you need to cancel f+A, A as soon as possible too, so all in all it is very tricky to get it consistently. You can't add a jump-in attack before cl.B either, but you can do this combo after a crossup (which is a good setup to land it).

2 Stocks

  • cr.B, cr.A, f+A, qcf~hcb+P, qcfx4+AC = 40% dmg
  • 2 bar version of the similar 1 bar combo. Not as much damage as max mode, but this one has a good confirm and is consistent. 18 hits.
  • (jump-in attack), cl.C, f+A, qcf~hcb+P, qcfx4+AC = 42% dmg
  • 2 bar version of the similar 1 bar combo. 17 hits.
  • cl.C, dp+C (2) (SC) qcf~hcb+P = 42% dmg
  • Easy to input (as f, qcf+C, qcb+P), but a lot of caveats here. Cl.C dp+C will whiff on a lot of crouchers, and no real way to confirm for this combo (can't add a jump-in, or dp+C will whiff). Ideally, you want more consistent combos though. 11 hits.

Max Mode Combos

Quick notes:

  • For 2 bar, a qcfx2+K ender deals the most damage; qcf, hcb+P causes a hard knockdown, but is harder to connect
  • For 3 bar, SDM deals more damage than qcf, hcb+P > qcfx4+AC
  • Qcfx2+K only combos on a launched opponent, but will easily connect from a juggle
  • Qcf, hcb+P/qcf, hcb+AC only combo on grounded opponents or on very low juggle
  • Routes starting with "cl.C (BC) ..." may be started with cl.B cl.C (link), very strict timing though

2 Stocks

  • cr.B, [BC], f+A, qcb+Cx2, (C) hcb+K (1), (C) dp+C (2) (SC) qcfx2+K = 38% dmg
Activating cr.B into f+A is a 2f window but makes you able to convert cr.B very close to the tip. 8 hits.
  • f+B [BC] far C, qcb+Cx2, (C) hcb+K (1), (C) dp+C (2) (SC) qcfx2+K = 42% dmg
A route from an overhead and without a run after BC cancel. f+B is pretty slow and not used as overhead often, but it's possible. 7 hits.
  • cl.C [BC] far C, qcb+Cx2, (C) hcb+K (1), (C) dp+C (2) (SC) qcfx2+K = 46% dmg
A route without a run after BC cancel. Delay the Far C after Max Mode activation slightly for it to connect properly. 8 hits.
  • (jump-in attack), cl.C [BC] cl.C, qcb+C, (C) hcb+K (1), (C) dp+C (2), (C) qcb+Cx2, (C) dp+C (2) (SC) qcfx2+K = 50% dmg
One of the best routes that work from any position on the screen, and works without issue on low crouchers too. May still work if you get st.C instead of cl.C after the run (if not too far), also doesn't require some fast cancels. Note: vs Bao, Mature and Vice, when doing "hcb+K (1), (C) dp+C", the 2nd hit of dp+C will whiff, so you need to cancel it on the 1st hit.
  • (jump-in attack), cl.C [BC] cl.C, qcb+C, (C) hcb+K (1), (C) dp+C (2), (C) hcb+K (1), (C) dp+C (2) (SC) qcf~hcb+P = 47% dmg
A version of the route above ending with qcf~hcb+P.
  • (jump-in attack), cl.C [BC] cl.C, qcb+C, (C) dp+C (2), (C) qcb+C, (C) dp+C (2), (C) qcb+Cx2, (SC) qcfx2+K = 51% dmg
Another optimal route that works from any position on the screen. Does a tiny bit more damage than the 2 routes above, and also works with SDM at the end. Pay attention though that when doing "qcb+C, (C) dp+C", dp+C may whiff the 2nd hit on low crouchers and some mid crouchers (e.g. Kyo), and will whiff completely on Bao, Vice and Mature; so vs these characters, you may substitute the "qcb+C, (C) dp+C" to "hcb+K (1), (C) dp+C" (this makes the run a little tighter to get "cl.C, hcb+K", but otherwise is the same).
  • (jump-in attack), cl.C [BC] cl.C, dp+C (2), (C) qcb+C, (C) dp+C (2), (C) qcb+Cx2, (C) dp+C (2), (SC) qcfx2+K = 54% dmg
The most damaging route that works anywhere for Iori, but there's a lot of caveats here. You need to be point blank to connect dp+C (2) after cl.C, and this makes the run very tight. Moreover, dp+C(2) whiffs on low crouchers and a few mid crouchers. All in all, a lot that could go wrong here for extra ~3% damage.
  • (jump-in attack), cl.C [BC] cl.C, [dp+C (2), (C) qcb+C]x2, (C) dp+C (2) (SC) qcf~hcb+P = 49% dmg
Same route as above but with qcf~hcb+P finisher, same notes apply. 19 hits.
  • (crossup), cl.B, f+A>A, qcb+(BC), qcb+C, (C) hcb+K(1), (C) dp+C(2), (C) qcb+Cx2 -quickly-, (SC) qcfx2+K = 51% dmg
Best reserved for crossup, when done very far away from the corner. You need to be point blank for this to work, and even a slight step back may result in qcb+BC not reaching. You can't add a regular jump-in attack before cl.B either, but you can do this combo after a crossup (which is a preferred setup to land it). There are alternative enders to this route after dp+C (2) that need specific distance from corner:
  • ... (C) dp+C(2), (C) qcb+Cx2 -quickly-, dp+C(2), (C) qcb+C, (SC) qcfx2+K = 55% dmg
Different ending of the route above, must be done from about the round start position or so, same notes apply. Note that the 2nd DP is NOT a cancel: you launch with the rekka and then juggle with a DP after it. Perhaps the highest damage route Iori has overall. May also be ended with a SDM after dp+C (2).
  • ... (C) dp+C(2), (C) qcb+A (whiff), delay qcb+A, dp+C(2), (C) qcb+C, (SC) qcfx2+K = 55% dmg
Another version of the same route, for when you're too close to corner for the route above to work. Same notes apply.
  • cr.B, cl.B/cr.A/cl.A, f+A, qcb+(BC), qcb+C, (C) hcb+K(1), (C) dp+C(2), (C) qcb+Cx2 -quickly-, (SC) qcfx2+K = 44% dmg
Same route as above but started from low confirm with 3 hits, doesn't require strict spacing; has same possible followups after dp+C (2) as the above route. Not as much damage as other optimal routes without the said followups, but good confirm, and easy to land (no run after BC needed). Also, better damage than doing qcf, hcb+P > qcfx4+AC from same confirm for same amount of bar, and may do even more damage and allow SDM at the end if you get the right spacing for the followups, so there's that. Getting qcb+C instead of hcb+B after f+A can be made easier if you press BC, then quickly release B and keep holding C.
  • (jump-in attack), cl.C, f+A, qcb+(BC), qcb+C, (C) hcb+K(1), (C) dp+C(2), (C) qcb+Cx2 -quickly-, (SC) qcfx2+K = 46% dmg
Same route as above with confirm from j.C cl.C, same possible followups after dp+C (2). Same notes apply.

3 Stocks

  • f+B [BC] far C, qcb+Cx2 (SC) qcf~hcb+AC = 46% dmg
Route from an overhead without a run after BC. 5 hits.
  • cr.B, [BC], f+A, qcb+Cx2 (SC) qcf~hcb+AC = 51% dmg
Route from a low without a run after BC. 6 hits.
  • cl.C [BC] far C, qcb+Cx2 (SC) qcf~hcb+AC = 52% dmg
Route without a run after max mode activation. 6 hits.
  • (jump-in attack), cl.C [BC] cl.C, qcb+C, (C) hcb+K, (C) dp+C (2), (C) hcb+K (1), (C) dp+C (2) (SC) qcb~hcf+AC = 60% dmg
Optimal route that works on all characters and from any position on stage. Version of the similar route ending in DM. 10 hits.
  • (jump-in attack), cl.C [BC] cl.C, qcb+C, (C) dp+C (2), (C) qcb+C, (C) dp+C (2), (C) qcb+Cx2, (SC) qcf~hcb+AC = 61% dmg
Another optimal route, similar to the 2 bar version but ends in SDM.
  • (jump-in attack), cl.C [BC] cl.C, [dp+C (2), (C) qcb+C]x2, (C) dp+C (2) (SC) qcf~hcb+AC = 63% dmg
Version of the similar route ending in DM. Works from any position on stage. The caveat is that the run after BC is tight, and dp+C(2) whiffs on low crouchers and a few mid crouchers.

Frame Specifics

Frame Advantage

Close Normals

cl A - 5F (+ 1F)

cl B - 6F (+2F)

cl C - 3F (-3F)

cl D - 6F (-1F)

Far Normals

far A - 7F (+4F)

far B - 7F (-1F)

far C - 8F (-5F)

far D - 9F (-10F)

st. CD - 12F (-7F)

Crouching Normals

cr A - 6F (-1F)

cr B - 6F (+ 0F)

cr C - 8F (-3F)

cr D - 6F (-19F)

Command moves

f + A[1st hit] - 9F (-5F)

f + A[2nd hit] - ?F (-4F)

f+B - 28F(-11F)

cancel f+B - 24F(-13F)

Special Moves

QCF+A - 12F (-9F)→when blocked close

QCF+C - 11F(-10F)→when blocked close

DP+A[startup] - 6F

DP+A[ground without guard] - (-17F)

DP+A[far guard] - (-17F)

DP+C[startup] - 6F

DP+C[ground without guard] - (-36F)

HCF+B - 18F (-26F)

HCB D - 18F (-30F)

QCB+A x 3[1st hit] - 9F(-11F)

QCB+A x 3[2nd hit] - 8F(-13F)

QCB+A x 3[3rd hit] - ?F(-13F)

QCB+C x 3[1st hit] - 12F(-13F)

QCB+C x 3[2nd hit] - 12F(-14F)

QCB+C x 3[3rd hit] - ?F(-22F)

attack-> HCB,F P - (-26F)

DMs

QCF~HCB+A - 7F(-25F)

QCF~HCB+C - 7F(-27F)

QCFx2+B - 20F(-19F)

QCFx2+D - 24F(-26F)

SDMs

QCF~HCB A+C - 13F(-27F)

HSDM

QCB~HCF A+C - 33F

Videos

Iori -Max- combos by Franck Frost
Nikolai-保力達 (IORI Best Rounds)
Iori Master Class

External Links

Check Iori Yagami's frame data

Discuss at 02UM Discord server

Discuss at Dream Cancel


The King of Fighters 2002 Unlimited Match
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