The King of Fighters 2002/Iori

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Movelist

Command Normals:
1. Geshiki: Yumebiki - f+A, A
- swipes forward with his hand, using the same animation as his far C. Can be followed up by A, which does decent damage
- f+A, A is cancellable, f+A by itself is only cancellable to DMs
- f+A is free cancellable out of

2. Geshiki: Goufu In "Shinigame" - f+B
- Iori does a very slow overhead kick
- overhead
- cancellable if cancelled into
- free cancellable out of

3. Geshiki: Yuri Ori - b+B(air)
- Iori kicks behind himself, crossing up. Jumping behind is pretty much the only way to hit with this move, although there are some glitches that can be used to hit with it from the front, although they are not practical
- stuns longer than normal jump attacks, thus making it extremely easy to combo after
- can be crouched under by most characters

Special Moves:
1. 108 Shiki: Yami Barai - qcf+P
- Iori throws a ground projectile
- qcf+C travels alot faster than qcf+A, although both have fairly long recovery time

2. 127 Shiki: Aoihana - qcb+Px3
- Iori will do a punch, moving him forward. This can be done three times. For the third hit, Iori will jump into the air and hit them from above
- qcb+A comes out faster than qcb+C, although qcb+C covers more horizontal range. qcb+C is alot easier to punish than qcb+A
- third hit is an overhead and hard knockdown
- free cancellable into
- free cancellable out of on the first and second hits

3. 212 Shiki: Kototsuki In - hcb+K
- Iori runs forward, faster than his running speed. If he connects, he will grab the opponent and blast them in the face
- hcb+B runs slightly more than half screen, while hcb+D will make him run full screen
- he recovers quickly if he whiffs but has horrible recovery time if the opponent blocks the attack
- hard knockdown
- does alot of guardcrush damage on the first hit
- free cancellable into
- free cancellable out of on the first hit

4. 100 Shiki: Oniyaki - dp+P
- a decent fast, vertical anti-air
- free cancellable into
- dp+A free cancellable out of, dp+C free cancellable out of on the first and second hit
- dp+A is supercancellable, dp+C is supercancellable on the first and second hit while Iori is on the ground

5. Kuzukaze - hcb f+P
- 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

DMs:
1. 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
- hard knockdown
- can be followed up by Ura 316 Shiki: Saika, qcfx4+AC. Followup should be done the moment the explosion from the end of Ya Otome, begins

1a. 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 energy attack
- it is possible for this move to whiff if it was cancelled from the Ya Otome qcf hcb+P a bit too late
- in the corner, it can hit opponents off the ground and still not whiff even if cancelled late
- hard knockdown

SDMs:
1. Kin 1211 Shiki: Ya Otome - qcf hcb+AC
- Iori dashes forward full screen length. If he connects, he will do an series of attacks doing 50% damage to the opponent. Otherwise, he does nothing and is very open to attack
- hard knockdown

HSDM:
1. Ura 1219 Shiki: En'ou - qcb hcf b f+AC
- Iori jumps very quickly across the screen, performing an unblockable attack
- unblockable
- Iori is invincible during the leap, and when he is recovering

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. Crouch B, Crouch A, qcb+Ax3 - 20-25%
2. Close B, Close C, hcb+K - 33%
3. hcb f+P, Far C, qcf hcb+P, qcfx4+AC - 50%
4. Jump b+B, Close B, f+A, A, qcb+Cx3 - 33%
5. Jump b+B, Close B, f+A, A, qcf hcb+P, qcfx4+AC - 65%
6. Close C, dp+C(2), (S)qcf hcb+P, qcfx4+AC - 70%

Corner:
1. (Iori in corner) Crouch A, hcb f+P, Crouch A, hcb f+P, any combo

Maxmode:
1. Close D, BC, run Close 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. Close D, BC, run Close C, qcb+C, (C)hcb+K(1), (C)dp+C(2), (C)hcb+K(1), (C)dp+C(2), (S)qcf hcb+AC - 90%
3. (Opponent about one screen away from corner) Close D, BC, run Close 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, Crouch A, hcb f+P, Close D, BC, run Crouch A, hcb f+P, run Close C, f+A, qcb hcf b f+AC - 75%

Counterhit:
1. CD counter(counterhit), BC, qcf hcb+AC - 55%
2. Jump CD, hcb+K/(qcf hcb+P, qcfx4+AC) - 32%/50%

Normal Links:
1. Close B, Close C

Attack Strings:
1. Close B/Close C, qcb+Ax2
2. (Crouch B, Crouch A)/Close C, f+A
3. Far C, qcf+A
4. Far BB, Far D
5. Close C, BC, run up Close C, hcb+K(1), (C)dp+C(2), (C)hcb+K(1), (C)dp+C(2), (C)hcb+K(1, guardcrush), (C)dp+C(2), (S)qcf hcb+P (this guardcrush string assumes the opponent has full guard meter and has no stock to roll out of the way)

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