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==[[The_King_of_Fighters_2002/Normals_Guide|Movelist]]== | ==[[The_King_of_Fighters_2002/Normals_Guide|Movelist]]== | ||
{|border="1" | {|border="1" | ||
!width=" | !width="10%"| | ||
! Frames | ! Frames | ||
! Advantage | ! Advantage | ||
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* a delayed command throw with some startup invincibility | * a delayed command throw with some startup invincibility | ||
* can be followed up by any combo, although running up to combo them before they recover requires some practice | * can be followed up by any combo, although running up to combo them before they recover requires some practice | ||
| | |- | ||
|colspan="10" align="center"| '''DMs''' | |||
=== | |- | ||
! <br>qcf,hcb+[[image:snka.gif]]<br><br> | |||
|align="center"| 1+5/4+12/42 | |||
|align="center"| KD/-25 | |||
| | |||
|align="center"| HL | |||
|rowspan="2" colspan="2" valign="bottom" style="border-right:0px;"| [[image:Iori02_DM1.png|center]] | |||
|rowspan="2" colspan="2" valign="bottom" style="border-left:0px;"| [[image:Iori02_DM2.png|center]] | |||
|rowspan="2" align="left"|'''Kin 1211 Shiki: Ya Otome - qcf hcb+P''' | |||
* Iori dashes across the screen. If he connects, he does a combo on the opponent. Otherwise, he will do nothing and is very open to attack | * Iori dashes across the screen. If he connects, he does a combo on the opponent. Otherwise, he will do nothing and is very open to attack | ||
* hard knockdown | * hard knockdown | ||
* can be followed up by qcfx4+AC, which should be done the moment the explosion from the end of his qcf hcb+P begins | * can be followed up by qcfx4+AC, which should be done the moment the explosion from the end of his qcf hcb+P begins | ||
|- | |||
! qcf,hcb+[[image:snkc.gif]] | |||
|align="center"| 1+5/4+20/44 | |||
|align="center"| KD/-27 | |||
| | |||
|align="center"| HL | |||
|- | |||
! qcf4x+[[image:snka.gif]]+[[image:snkc.gif]] | |||
|align="center"| 1+7/-/- | |||
|align="center"| -/- | |||
| | |||
| | |||
|colspan="4"| | |||
|align="left"|'''Ura 316 Shiki: Saika - qcfx4+AC (after Ya Otome DM version only)''' | |||
* the opponent is lifted into the air, where Iori hits them with an attack | * the opponent is lifted into the air, where Iori hits them with an attack | ||
* it is possible for this move to whiff if it was cancelled into a bit too late | * it is possible for this move to whiff if it was cancelled into a bit too late | ||
* in the corner, it can hit opponents off the ground and still not whiff even if cancelled late | * in the corner, it can hit opponents off the ground and still not whiff even if cancelled late | ||
* hard knockdown | * hard knockdown | ||
|- | |||
|colspan="10" align="center"| '''SDM''' | |||
=== | |- | ||
! qcf,hcb+[[image:snka.gif]]+[[image:snkc.gif]] | |||
|align="center"| 1+11/3+21/44 | |||
|align="center"| KD/-27 | |||
| | |||
|align="center"| HL | |||
|colspan="2" valign="bottom" style="border-right:0px;"| [[image:Iori02_DM1.png|center]] | |||
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Iori02_DM2.png|center]] | |||
|align="left"|'''Kin 1211 Shiki: Ya Otome - qcf hcb+AC''' | |||
* Iori dashes forward full screen length. If he connects, he will do a series of attacks doing 50% damage to the opponent. Otherwise, he does nothing and is very open to attack | * Iori dashes forward full screen length. If he connects, he will do a series of attacks doing 50% damage to the opponent. Otherwise, he does nothing and is very open to attack | ||
* hard knockdown | * hard knockdown | ||
|- | |||
|colspan="10" align="center"| '''HSDM''' | |||
=== | |- | ||
! qcb,hcf,<br> | |||
b,f+[[image:snka.gif]]+[[image:snkc.gif]] | |||
|align="center"| 1+18/1/38 | |||
|align="center"| -/- | |||
| | |||
|align="center"| Grab | |||
|colspan="4" | [[image:Iori02_HSDM.png|center]] | |||
|align="left"|'''Ura 1219 Shiki: En'ou - qcb hcf b f+AC''' | |||
* Iori jumps very quickly across the screen, grabbing the opponent | * Iori jumps very quickly across the screen, grabbing the opponent | ||
* unblockable | * unblockable | ||
* Iori is invincible during the leap, and when he is recovering | * Iori is invincible during the leap, and when he is recovering | ||
|} | |||
=== Notes === | === Notes === |
Revision as of 07:51, 29 July 2013
General Info
Crouch height: Low
Colors:
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Movelist
Notes
- cancellable normals are close A, crouch A, close B, close C, far C, crouch C
- whiff cancellable normals are close A, crouch A, close B, far C, crouch C
- CD is cancellable into command moves, specials and DMs
- close B is a low attack
Combos
Anywhere
1. cr.B, cr.A, qcb+Ax3 - 20-25%
2. cl.B, cl.C, hcb+K - 33%
3. hcb f+P, C, qcf hcb+P, qcfx4+AC - 50%
4. j.b+B, cl.B, f+A, A, qcb+Cx3 - 33%
5. j.b+B, cl.B, f+A, A, qcf hcb+P, qcfx4+AC - 65%
6. cl.C, dp+C(2), (S)qcf hcb+P, qcfx4+AC - 70%
Corner
1. (Iori in corner) cr.A, hcb f+P, cr.A, hcb f+P, any combo
Maxmode
1. cl.D, BC, run cl.C, (C)hcb+K(1), (C)dp+C(2), (C)hcb+K(1), (C)dp+C(2), (C)hcb+K(1), (C)dp+C(2), (S)qcf hcb+P, qcfx4+AC - 87%
2. cl.D, BC, run cl.C, qcb+C, (C)hcb+K(1), (C)dp+C(2), (C)hcb+K(1), (C)dp+C(2), (S)qcf hcb+AC - 90%
4. (Opponent about one screen away from corner) cl.D, BC, run cl.C, hcb+K(1), (C)dp+C(2), (C)qcb+Cx2, (C)hcb+K(1), (C)qcb+A, delayed qcb+A, qcf hcb+P, qcfx4+AC - 85%
4. (Iori in corner) Jump over b+B, cr.A, hcb f+P, cl.D, BC, run cr.A, hcb f+P, run cl.C, f+A, qcb hcf b f+AC - 75%
2. Jump over b+B, cl.B, f+A, BC, run cl.C, qcb+C, (C)dp+C, (C)hcb+K, (C)dp+C, (C)hcb+K, (C)dp+C, (S)qcf hcb+P, qcfx4+AC
Counterhit
1. CD counter(counterhit), BC, qcf hcb+AC - 55%
2. j.CD, hcb+K/(qcf hcb+P, qcfx4+AC) - 32%/50%
Strategies
- Iori has a solid pressure 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
- 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 opponent is close, hopping up or back with D stops most jump attempts
- if qcb+A is blocked, do it once more or stop, not a third time. You can 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
- 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
- hcb+K on the first hit guardcrushes fairly well. If the opponent's guardcrush bar begins to flash, a close C/far C, hcb+K will guardcrush on the first hit of hcb+K