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The King of Fighters '95/Iori
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Introduction
Strengths | Weaknesses |
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Movelist
Normals
Close Range Normals
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 0 | - | - | - | - | - | - | - | - | - |
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 0 | - | - | - | - | - | - | - | - | - |
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 0 | - | - | - | - | - | - | - | - | - |
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 0 | - | - | - | - | - | - | - | - | - |
Far Normals
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 0 | - | - | - | - | - | - | - | - | - |
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 0 | - | - | - | - | - | - | - | - | - |
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 0 | - | - | - | - | - | - | - | - | - |
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 0 | - | - | - | - | - | - | - | - | - |
Crouching Normals
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 0 | - | - | - | - | - | - | - | - | - |
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Low | - | - | - | - | - | - | - | - | - | - |
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 0 | - | None | - | - | - | - | - | - | - |
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Low | 0 | - | - | - | - | - | - | KD | - | - |
Neutral Jumping Normals
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | 0 | - | - | - | - | - | - | - | - | - |
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | 0 | - | - | - | - | - | - | - | - | - |
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | 0 | - | - | - | - | - | - | - | - | - |
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | 0 | - | - | - | - | - | - | - | - | - |
Diagonal Jump Normals
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | 0 | - | - | - | - | - | - | - | - | - |
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | 0 | - | - | - | - | - | - | - | - | - |
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | 0 | - | - | - | - | - | - | - | - | - |
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | 0 | - | - | - | - | - | - | - | - | - |
Throws
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | - | - | - | - | - | - |
Command Normals
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 0 | - | - | - | - | - | - | - | - | - |
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 0 | - | - | - | - | - | - | - | - | - |
Special Moves
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | 0 | - | - | - | - | - | - | - | - | - |
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 | - | - | - | - | - | - | - | - | - |
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 | - | - | - | - | - | - | - | - | - |
Super Moves
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:
- 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
- delay j.4D so you can time it to hit deep
- 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.