The King of Fighters 2002/Iori: Difference between revisions

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'''Anywhere:'''<br>
'''Anywhere:'''<br>
1. Crouch B, Crouch A, qcb+Ax3 - 20-25%<br>
1. Crouch B, Crouch A, qcb+Ax3 - 20-25%<br>
2. B, f+A, hcb+K - 33%<br>
2. Close B, f+C, hcb+K - 33%<br>
3. hcb f+P, C, qcf hcb+P, qcfx4+AC - 50%<br>
3. hcb f+P, C, qcf hcb+P, qcfx4+AC - 50%<br>
4. Jump b+B, B, f+A, A, qcb+Cx3 - 33%<br>
4. Jump b+B, B, f+A, A, qcb+Cx3 - 33%<br>
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7. qcf+A, qcb hcf b f+AC (full screen length) - 50% (not practical)
7. qcf+A, qcb hcf b f+AC (full screen length) - 50% (not practical)


'''Max Mode Activation:'''<br>
'''Maxmode:'''<br>
1. C, BC, run C, qcb+C, (C)dp+C(2), (C)qcb+C, (C)dp+C(2), (C)qcb+C,  
1. Close C, BC, run C, qcb+C, (C)dp+C(2), (C)qcb+C, (C)dp+C(2), (C)qcb+C, (C)dp+C(2), (S)qcf hcb+P(Buffer:qcb+P), qcfx4+AC - 90%<br>
(C)dp+C(2), (S)qcf hcb+P(Buffer:qcb+P), qcfx4+AC - 90%<br>
2. Close C, BC, Far C, qcb+Cx2, (C)hcb+K(1), (C)qcb+A, delayed qcb+A, qcf hcb+P, qcfx4+AC - 70%
2. C, BC, Far C, qcb+Cx2, (C)hcb+K(1), (C)qcb+A, delayed qcb+A, qcf hcb+P, qcfx4+AC - 70%


'''Counterhit:'''<br>
'''Counterhit:'''<br>
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'''Attack Strings:'''<br>
'''Attack Strings:'''<br>
1. C/B, qcb+Ax2<br>
1. Close B/C, qcb+Ax2<br>
2. C, f+A<br>
2. Close C, f+A<br>
3. CD, qcb+Ax2/qcf+P/dp+P(if they jump)<br>
3. Far C, qcf+A<br>
4. Far C, qcf+A
4. Far BB, far D


'''Move Properties:'''<br>
'''Move Properties:'''<br>
-cancellable normals are close A, crouch A, close B, close C, far C, crouch C<br>
-cancellable normals are close A, crouch A, close B, close C, far C, crouch C<br>
-CD is cancellable into command moves, specials and DMs<br>
-CD is cancellable into command moves, specials and DMs<br>
-f+A is cancellable to DMs only, f+B is cancellable if cancelled into<br>
-f+B and third qcb+P are overheads<br>
-f+B and third qcb+P are overheads<br>
-hcb+K, last hit of qcb+Px3 and qcf hcb+AC are knockdowns<br>
-hcb+K, last hit of qcb+Px3 and qcf hcb+AC are hard knockdowns<br>
-dp+C is supercancellable on first and second hit<br>
-dp+C is supercancellable on first and second hit<br>
-close B is a low attack
-close B is a low attack


'''Strategies:'''<br>
'''Strategies:'''<br>
-using b+B during the beginning of a backdash will make him dashback nearly a full screen length. Use this to easily get away from rushdown, as well as baiting opponents (mainly on wakeup). This can be used to run up then backdash away for mindgames<br>


-using b+B during the beginning of a backdash will make him dashback nearly a full screen length. Use this to easily get away from rushdown, as well as baiting opponents (mainly on wakeup). This can be used to run up then backdash away for mindgames
-sometimes attempt to do the jump b+B crossover (the trick to doing this is when jumping over your opponent hold the forward and hit the B reasonably late)


-use jump C or jump A air to ground battles, early jump D or jump CD for air to air battles
-use jump C or jump A air to ground battles, early jump D or jump CD for air to air battles
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-if qcb+A is blocked, do it once more or stop, not a third time. Use random delays between them, for mindgames. However, there are many pokes that can still punish this move even if it is not fully completed, such as Joe's far D
-if qcb+A is blocked, do it once more or stop, not a third time. Use random delays between them, for mindgames. However, there are many pokes that can still punish this move even if it is not fully completed, such as Joe's far D


-Iori has a solid wakeup game. His options include crouch B, stand B, f+A (two lows) and hcb f+P scum gale. He can also attempt to tick scum gale from a close B. The mindgames can be further increased by instead doing a close C after close B (which does actually combo), in the case that he thought you would scum gale after the close B. Iori also has his jump b+B crossup, although it is best done as a surprise attack by hyper hopping over the opponent. Most people however, use it in a very obvious manner, by running full speed before jumping over the opponent, which is useless against an experienced player
-Iori has a solid wakeup game. His options include crouch B, close B, f+A (two lows) and hcb f+P scum gale. He can also attempt to tick scum gale from a close B. The mindgames can be further increased by instead doing a close C after close B (which does actually combo), in the case that he thought you would scum gale after the close B. Iori also has his jump b+B crossup, although it is best done as a surprise attack by hyper hopping over the opponent. Most people however, use it in a very obvious manner, by running full speed before jumping over the opponent, which is useless against an experienced player. This crossup can be blocked low. Some characters can simply sweep Iori when he attempts this crossup. Hyper hopping over the opponent into the crossup makes it a far more dangerous tool


-hcb f+P has some startup of invincibility and can grab people out of their jumpins, similar to Clark's dp+K frankensteiner
-hcb f+P has some startup of invincibility and can grab people out of their jumpins, similar to Clark's dp+K frankensteiner
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-run up to opponent and do close C, as it will stop all jump attempts. Even better, if the opponent happens to jump behind you when the close C comes out, Iori automatically faces the correct side and will anti-air them
-run up to opponent and do close C, as it will stop all jump attempts. Even better, if the opponent happens to jump behind you when the close C comes out, Iori automatically faces the correct side and will anti-air them


-if opponent is close, hopping up or back with D stops most jump attempts by the opponent
-if opponent is close, hopping up or back with D stops most jump attempts
 
-sometimes attempt to do the jump b+B crossover (the trick to doing this is when jumping over your opponent hold the forward and hit the B reasonably late). However, this crossup can be blocked low, and it is usually really obvious. Some characters can simply sweep Iori when he attempts this crossup. Hyper hopping over the opponent into the crossup makes it a far more dangerous tool

Revision as of 11:57, 11 June 2006

Anywhere:
1. Crouch B, Crouch A, qcb+Ax3 - 20-25%
2. Close B, f+C, hcb+K - 33%
3. hcb f+P, C, qcf hcb+P, qcfx4+AC - 50%
4. Jump b+B, B, f+A, A, qcb+Cx3 - 33%
5. Jump b+B, B, f+A, A(Buffer:qcf+A), qcf hcb+P(Buffer:qcb+P), qcfx4+AC - 65%
6. C, dp+C(2), (S)qcf hcb+P(Buffer:qcb+P), qcfx4+AC - 70%
7. qcf+A, qcb hcf b f+AC (full screen length) - 50% (not practical)

Maxmode:
1. Close C, BC, run C, qcb+C, (C)dp+C(2), (C)qcb+C, (C)dp+C(2), (C)qcb+C, (C)dp+C(2), (S)qcf hcb+P(Buffer:qcb+P), qcfx4+AC - 90%
2. Close C, BC, Far C, qcb+Cx2, (C)hcb+K(1), (C)qcb+A, delayed qcb+A, qcf hcb+P, qcfx4+AC - 70%

Counterhit:
1. CD counter(counterhit), BC, qcf hcb+AC - 55%

Attack Strings:
1. Close B/C, qcb+Ax2
2. Close C, f+A
3. Far C, qcf+A
4. Far BB, far D

Move Properties:
-cancellable normals are close A, crouch A, close B, close C, far C, crouch C
-CD is cancellable into command moves, specials and DMs
-f+A is cancellable to DMs only, f+B is cancellable if cancelled into
-f+B and third qcb+P are overheads
-hcb+K, last hit of qcb+Px3 and qcf hcb+AC are hard knockdowns
-dp+C is supercancellable on first and second hit
-close B is a low attack

Strategies:
-using b+B during the beginning of a backdash will make him dashback nearly a full screen length. Use this to easily get away from rushdown, as well as baiting opponents (mainly on wakeup). This can be used to run up then backdash away for mindgames

-sometimes attempt to do the jump b+B crossover (the trick to doing this is when jumping over your opponent hold the forward and hit the B reasonably late)

-use jump C or jump A air to ground battles, early jump D or jump CD for air to air battles

-if qcb+A is blocked, do it once more or stop, not a third time. Use random delays between them, for mindgames. However, there are many pokes that can still punish this move even if it is not fully completed, such as Joe's far D

-Iori has a solid wakeup game. His options include crouch B, close B, f+A (two lows) and hcb f+P scum gale. He can also attempt to tick scum gale from a close B. The mindgames can be further increased by instead doing a close C after close B (which does actually combo), in the case that he thought you would scum gale after the close B. Iori also has his jump b+B crossup, although it is best done as a surprise attack by hyper hopping over the opponent. Most people however, use it in a very obvious manner, by running full speed before jumping over the opponent, which is useless against an experienced player. This crossup can be blocked low. Some characters can simply sweep Iori when he attempts this crossup. Hyper hopping over the opponent into the crossup makes it a far more dangerous tool

-hcb f+P has some startup of invincibility and can grab people out of their jumpins, similar to Clark's dp+K frankensteiner

-run up to opponent and do close C, as it will stop all jump attempts. Even better, if the opponent happens to jump behind you when the close C comes out, Iori automatically faces the correct side and will anti-air them

-if opponent is close, hopping up or back with D stops most jump attempts