The King of Fighters '95/Iori

From SuperCombo Wiki

Introduction

Strengths Weaknesses
  • Damage potential is great, his combos off of 2B and crossups are strong and lead to good oki.
  • All-Rounder, can control space as well as apply pressure with his toolkit.
  • Has an infinite off of his Rekka
  • Rekka is unsafe but honestly you're going to confirm into this or whiff punish with it. Not much of a con.
Move List Showcase

Movelist

Normals

Close Range Normals

cl.A
Kof.lp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - - - - - - - - -

cl.B
Kof.lk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - - - - - - - - -

cl.C
Kof.sp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - - - - - - - - -

cl.D
Kof.sk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - - - - - - - - -

Far Normals

st.A
Kof.lp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - - - - - - - - -

st.B
Kof.lk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - - - - - - - - -

st.C
Kof.sp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - - - - - - - - -

st.D
Kof.sk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - - - - - - - - -

Crouching Normals

cr.A
D.pngKof.lp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - - - - - - - - -

cr.B
D.pngKof.lk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Low - - - - - - - - - -

cr.C
D.pngKof.sp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - None - - - - - - -

cr.D
D.pngKof.sk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Low 0 - - - - - - KD - -

Neutral Jumping Normals

nj.A
U.pngKof.lp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead 0 - - - - - - - - -

nj.B
U.pngKof.lk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead 0 - - - - - - - - -

nj.C
U.pngKof.sp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead 0 - - - - - - - - -

nj.D
U.pngKof.sk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead 0 - - - - - - - - -

Diagonal Jump Normals

dj.A
Ub.png/Uf.png+Kof.lp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead 0 - - - - - - - - -

dj.B
Ub.png/Uf.png+Kof.lk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead 0 - - - - - - - - -

dj.C
Ub.png/Uf.png+Kof.sp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead 0 - - - - - - - - -

dj.D
Ub.png/Uf.png+Kof.sk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead 0 - - - - - - - - -

Throws

B.png/F.png+Kof.sp.png/Kof.sk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Throw - - - - - - - - - -

Command Normals

Ge Shiki ~ Yumebiki
F.pngKof.sp.pngKof.sp.png
Version Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
F.pngKof.sp.png - Mid 0 - - - - - - - - -
Version Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.sp.png - Mid 0 - - - - - - - - -

Ge Shiki ~ Goufu In Shinigami
F.pngKof.sk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - - - - - - - - -

Ge Shiki ~ Yuri Ori
Jump B.pngKof.sk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - - - - - - - - -

Special Moves

108 Shiki ~ Yami Barai
Qcf.pngP.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - 0 - - - - - - - - -

100 Shiki ~ Oniyaki
Dp.pngP.png
Version Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.lp.png - - 0 - - - - - - - - -
Version Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.sp.png - - 0 - - - - - - - - -

127 Shiki ~ Aoi Hana
Qcb.pngKof.lp.png x3
Version Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
1st Rekka - - 0 - - - - - - - - -
Version Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
2nd Rekka - - 0 - - - - - - - - -
Version Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
3rd Rekka - - 0 - - - - - - - - -

127 Shiki ~ Aoi Hana
Qcb.pngKof.sp.png x3
Version Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
1st Rekka - - 0 - - - - - - - - -
Version Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
2nd Rekka - - 0 - - - - - - - - -
Version Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
3rd Rekka - - 0 - - - - - - - - -

212 Shiki ~ Kototsuki You
Hcb.pngK.png
Version Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.lk.png - - 0 - - - - - - - - -
Version Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.sk.png - - 0 - - - - - - - - -

Super Moves

Kin 1201 Shiki ~ Ya Otome
Qcb.pngHcf.pngKof.sp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - 0 - - - - - - - - -

Combos

  • (j.X), cr.B x1-3 / cl.C / st.C, qcb P x3
If you've played any other KOF, you already know this combo. Iori doesn't use his command normal in the combo since he can't cancel into or from it. While you may default to this combo out of muscle memory, you shouldn't use this combo. The following combo deals much more damage, overall.
  • (j.X), cr.B x1-3 / cl.C / st.C, qcb A x2, dp A
Does not work with qcb C rekkas as Iori recovers too slow to combo into dp A. Does more damage than the final hit of his rekka, and since tech recovery doesn't exist in KOF95, Iori doesn't really lose anything by opting for dp A instead.
  • j.4B(3), ABC cancel, j.4B (front hit), ABC cancel, cr.B x1-2, [qcb A x2,]xN, (CD)
Requires the player know how to perform ABC cancels to link off of Iori taco into another taco, and then recover immediately to extend the combo. Currently not known how multi-hitting taco is done (yet), info needed. You can opt to end the combo with Blowback CD to stun the opponent.
  • (Infinite) Any combo starter, [qcb+A x2, (wait)]xN, dp A
Infinite can be done on combos that link into qcb+A, however it's strict timing to not accidentally get the final rekka or drop the combo.
  • (Infinite) While opponent is jumping/in the air regardless of height, [qcb A x2]xN
Same infinite combo with qcb A rekka, only this time it starts with the opponent already in the air. Significantly easier to do and even if your timing isn't perfect, you'll still get a few reps in. Possible for Iori to push past the opponent while doing rekka depending on Iori's position, but usually only happens later in the combo. Easy to practice in training mode, too - just have the opponent jump, hit them with an anti-air qcb A and start practicing the infinite.
  • [Infinite combo] / Meaty qcb A (2nd), qcb A x2, qcb~hcf C
Iori can combo into ranbu super off of a qcb A juggle given the opponent is high enough off the ground. Also possible to setup if Iori times a meaty qcb A rekka off the second rekka which launches.

Strategy

Performing the elusive multi-hitting Iori Taco

In KOF95, there has been this piece of tech that has forever eluded the game, yet info about how to do it has been just as elusive: the Iori multi-hitting taco, where his j.4B can hit up to three times in a single use. Normally, j.4B only hits the opponent once. There are videos online that explain you have to press 6D immediately after the taco input is pressed, or some elaborating it's a very nuanced ABC cancel that's super difficult to do, or how it's only possible to do after an ABC canceled jump. For decades, the info regarding this tech has been inconsistent with all players and as such, remained an enigma to everyone (at least English-speaking players, though even non-English speakers have misinfo).

This is all a lie and is actually much easier to do than you might think it is. To do a multi-hitting taco, all you need to do is this:

  1. jump twice, with the second jump going past the opponent
  • You can replace the first jump with an ABC canceled jump to bypass needing to jump twice, also
  1. delay j.4D so you can time it to hit deep
  2. do j.4D, and taco will automatically do 2-3 hits, instead of 1, without any extra input from the player
  • you do NOT need to press 6D immediately after j.4D for it to come out, only that you time j.4D as a deep jump in

Just practice this enough and you can do it pretty consistently. If you play KOF regularly, then timing a deep hitting jump-in should already be pretty easy. It doesn't have to be too deep, either, just deep enough.

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