SvC Chaos: SNK Vs Capcom/Orochi Iori

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暴走 庵, Orochi Iori
"D... daaa...dai...die..."
Difficulty Average
Max Mode Needed? Up to you, but it helps
Tier Placement Demigod Tier (S+)
Standing Hitbox Short
Crouching Hitbox Short

Introduction

OIorifacesvc.png

Iori Yagami, but in his Orochi form, where he can't control himself, thanks to the resurrection of Orochi reacting with the Orochi blood within him. The blood takes control of Iori entirely and causes him to become so violent that he even murdered his cohorts Mature and Vice in KOF96. All of this is thanks to a centuries-long feud between the Kusanagi and Yasakani clans that in short, led to the Yasakani forming a pact with Orochi. And as a result, Iori now carries with him an eternal curse as the sole Yagami survivor. Orochi Iori was first playable in KOF97 as a secret playable boss.

Compared to regular Iori, he's significantly faster and harder to control, but makes up for it by being extremely difficult to deal with his rushdown pressure. Despite the removal of KOF mechanics like hops, Orochi Iori is by and large one of SVC Chaos's strongest characters simply due to his incredibly fast speed. No matter who he faces, O. Iori can force his way in and pressure the entire roster with some of the strongest rushdown. Much of what can be said about regular Iori applies to O. Iori as well with some differences, like O. Iori having much weaker health. Whatever flaws he has, though, doesn't change that O. Iori is one of SVC Chaos's strongest characters. Ever played KOF and wished that O. Iori was tournament legal for whatever reason? Well assuming the tournament doesn't ban bosses, this is the answer you've been looking for all along. Go crazy.

How to select Orochi Iori (Outside of Super Plus)

  • You wish to play Orochi Iori? Just do these inputs, before the timer reaches 10 seconds:
  • (Hold Start), Up(3x), Down, Left, Right, Down, Left
  • Console Method: Hold R1/RT above Kim Kaphwan
Strengths Weaknesses
  • Easy to learn: If you already play Iori, there's very little to learn about O. Iori, if anything. And to make things even better, O. Iori is nearly 1-to-1 from his KOF97 counterpart to make things even easier.
  • Blisteringly fast movement speed: Other than the raw frame data, O. Iori is without a doubt the fastest character in the game. No one else matches his speed and the only character to come close is Shin Akuma, making O. Iori extremely hard to pin down or know what he might do next.
  • Standing hitbox is much smaller than the regular Iori: O. Iori has a similar height to Zero as one of the shortest characters in the game. He's so short that tall hitting close normals (such as Demitri's close normals) completely whiff against him.
  • Different, but (relatively) more effective Super Moves: His ranbu super is a beefed-up version of normal Iori's super without the free follow-up, and while he loses the dp K super, he instead gets the fireball super normal Iori lacks. It covers the whole screen, stuns the opponent, gradually drains a tiny amount of health and can even dictate some MUs with it.
  • Command grab can lead to an infinite: O. Iori's command grab is overall more useful since it's easier to combo from and thanks to his speed, even gives O. Iori command grab infinites that normal Iori cannot do.
  • Command grab Exceed: A highly damaging Exceed that also recovers very quickly, O. Iori can open the opponent up even more with a second command grab option, and a faster one than his normal command grab.
  • You will always have something to do: You can jump, dash, attack, throw out fireballs, play hit and run, whatever your heart desires. There is never a point where O. Iori doesn't have something to do in any given matchup or scenario and pretty much always has options available to him.
  • Lower damage, health than normal Iori and his zoning is unimpressive: O. Iori generally ends up on the losing side of trades due to his lower health and also has to do more to match the damage output of normal Iori. He also lacks dp K to punish fireballs, and his normal fireball is the same as normal Iori's fireball. Plus, while he can definitely counter zoning with his movement in general, it can still be a bit of an issue closing the gap against some MUs.
  • Just as unsafe as normal Iori, especially on block: O. Iori's frame data is hardly any different to normal Iori, so you can't play recklessly with him and hope for the best, especially when front step is still a factor to deal with.
  • Somewhat meter hungry: O. Iori doesn't explicitly need Max Mode, so at the least you don't have to save up for it. Even then, spending meter for higher damage is somewhat of a necessity.
  • Maiden Masher super has slower startup and fewer confirms into it: O. Iori can still combo his ranbu super, but confirms that normal Iori can do, O. Iori can do fewer of due to the slower startup, thus making it a free punish for the opponent.
  • Mediocre Exceed range: Self-explanatory, not the best range for a command grab. Throwing it out in neutral is risky in this regard as opposed to comboing into it.
  • Harder to execute due to his speed: While not an issue if you're used to it, it can take some time to adjust to O. Iori's fast movement and combos. In addition to this, his Max Mode combos are harder as cancels need to be performed much faster.
  • The removal of hops severely hurts his pressure, even though he's still a monster: If hops were in the game, then O. Iori would be even more difficult to put up with, but unfortunately lacking them hurts his jump pressure immensely and limits his mixup potential in the air. This also makes his jumps a lot easier to predict or bait out.
SVC Chaos: SNK VS Capcom Frame Data Glossary
Damage

How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier.

  • Note: Damage is a little inconsistent. Example: Geese cl.A deals 5 damage. Against Zero, sometimes it does 5 pixels of damage to his life bar, other times it does 4 pixels. Against Ryu, cl.A does 4 pixels of damage, other times it does 3 pixels of damage. This info comes from the Enterbrain Mook, but most likely this is the cause of damage modifiers skewing the damage slightly, thus making it a bit inconsistent.
  • Damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. It is listed because it's an official source for this info, just keep in mind damage is not 1-to-1 due to varying health values and screwy ways the game calculates damage anyways.
  • There will be a question mark next to the four mentioned characters because it's only a guess as to what the actual damage values are (until health and damage are better understood), since they were never gathered in the Mook.
Counter Damage

How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma.

Guard

Where the attack hits, and thus where it must be blocked.

  • Mids can be blocked standing and crouching
  • Overheads must be blocked standing
  • Lows must be blocked crouching
  • Unblockable cannot be blocked
  • Throws break through block up-close
Guard Crush

How much guard meter damage the attack does to the green Guard Gauge.

Stun

How many points of stun the attack adds to the opponent's invisible Stun Gauge.

Meter

How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it.

Cancel

The type of cancel the attack can perform.

  • Any - All cancel types work
  • Ch - Chain cancel; it can chain into other attacks (mostly just lights)
  • Self - Can chain only into itself
  • Cmd - Command cancel; can cancel into command normals
  • Sp - Special cancel; can cancel into special moves, and almost always this means super cancels are possible too
  • Su - Super cancel; can cancel into super moves
  • Free - Free cancel; can be cancelled in Max Mode by other special moves or super moves
  • Written only for special moves as all normals can be Free Cancelled, so writing it in for every move would be redundant
  • X - Cannot be cancelled, either outside of Max Mode or that it cannot be cancelled at all
Startup

How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.

  • The startup will not take into account the frames of the flash animation itself where time freezes and the opponent player cannot act.
  • Super flashes last 28 frames, whereas Exceed flashes last 27 frames.
  • Because there is currently no way to view throw boxes, it is assumed that throws/command grabs are at most 0-1 frames of startup. Truthfully, we don't actually know though.
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)

  • If there is a gap between sets of active frames, the gap is denoted by a number in parentheses. (Example: 3, (2), 4 - The attack is active for 3 frames, then is not active for the next two frames, followed by being active again for 4 frames.)
  • Throw boxes are not visible either through dipswitches or the hitbox viewer so it's only a guess how active throws and command grabs are, but it's probably one active frame at most.
  • This also applies to hitbox images - they will still show the push and hurtboxes of characters but outside of that, unfortunately there is no way to depict the throw boxes at the moment.
Recovery

How many frames it takes for a move to finish after it's been active.

Total

The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number.

Hit/Block Adv

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • SKD refers to a soft knockdown, or a knockdown you can tech roll out of.
  • HKD refers to a hard knockdown, one that you cannot tech roll out of.
  • All frame advantages assume Ryu as the opponent. If there are variable wakeup times, it is currently unknown info.
  • Frame advantages of projectiles assumes the opponent is point blank range. Any farther and this obviously changes and/or doesn't matter.
  • Block advantage assumes no use of Guard Cancel Front Step.
  • For one, it obviously decreases the attacker's frame advantage significantly.
  • When the defender uses GCFS is also a variable factor so you cannot provide a hard answer as to what the frame advantage is after GCFS, as well as how soon they cancel GCFS into an attack.
  • Generally speaking, just assume the block advantage minus the active frames of GCFS, and that's a rough estimate of the frame advantage when GCFS is performed.
  • This doesn't really matter in most cases, since the attacker will automatically be quite minus after most attacks.
Invulnerability

Indicates whether there's any frames of invulnerability during the attack.

Move List

Normal Moves

Note: Most of Orochi Iori's normals are the same when compared to the regular Iori's, but with some speed differences.

Close Normals

cl.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 5 4 5 14 +3 +1 -
  • Like the Far version, the regular Iori has this move as well, but it is just faster. It can be used on Light Attack chains, and can be canceled. It won't whiff on small characters too, which makes it a reliable move to use.

cl.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 5 4 7 16 +1 -1 -
  • An important move on Iori's arsenal. It hits low, can be canceled, and can be used in Light Attack chains. The regular Iori could link a cl.C after it, but this Iori can't.

cl.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 3 2, 5 14 24 -1 -3 -
  • Good for combos, and extremely important for punishing. You'll need this move nearly everytime the opponent misses a move. No speed differences on this one.

cl.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 6 6 14 26 +0 -2 -
  • A kick aiming up. Can't be normal canceled, but can be useful if your opponent jumps at the same time you use this move. No speed differences.

Far Normals

st.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 7 4 4 15 +4 +2 -
  • This punch has the same animation as the regular Iori's, but it is faster now, and rapid fireable. It can't be canceled.

st.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 7 4 7 18 +1 -1 -
  • A kick, which is nice to use as a poke. The regular Iori has this move too, but it doesn't have any speed differences. Can't be canceled, and can't chain into Lights.

st.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 9 3 20 32 -3 -5 -
  • Just a poke. Can't be normal canceled, but it has a decent reach. No speed differences on this one too.

st.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 11 8 18 37 -6 -8 -
  • Another move with nice reach that can't be normal canceled. Has the same properties as st.C, but has more reach. No speed differences.

Crouch Normals

cr.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 6 3 7 16 +2 +0 -
  • It's just a fast punch that you can rapidfire. Useful in combos, as it can be normal canceled, and linked into any Light Attack. No speed differences on the crouching normals.

cr.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Low - - - - 6 5 5 16 +2 +0 -
  • Iori's move to start his Light Attack chains. It hits low, and can be canceled as well.

cr.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 8 5 16 29 -1 -3 -
  • A scratch aiming up. Can be normal canceled, and can anti-air. Sometimes DP is better to anti-air with, but don't discredit cr.C, either.

cr.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Low - - - - 6 6 31 43 SKD -19 -
  • Iori's classic sweep. It is not faster, but got some priority. It hits low, and has an extremely nice reach. Use this one to poke your opponent from far away. Can't be normal canceled.

Jumping Normals

(n)j.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 4 - - - - - -
  • Neutral/Diagonal Jumping Attack
  • The Diagonal and the Neutral versions are the same. A punch that stays for a long time, but assuming that O.Iori has a fast jump, it won't stay for a long time. The jumping attacks doesn't have any speed differences too.

(n)j.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 5 7 - - - - -
  • Neutral/Diagonal Jumping Attack
  • The Diagonal and the Neutral versions are the same. A fast kick with nice reach. Good as an air-to-air.

nj.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 14 4 - - - - -
  • Neutral Jumping Attack
  • Iori's j.CD, but instead as a single button jump attack.
  • The regular Iori doesn't have this move since Blowback attacks were removed, outside of GCCD. This new move doesn't have that great startup, so you can't air-to-air with it. Best way to use this normal is to start your combos (or just treat it as if it's Iori's j.CD anyways).

j.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 9 6 - - - - -
  • Diagonal Jumping Attack
  • The regular Iori has this move too, useful to start combos with and as a jump-in.

(n)j.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 6 10 - - - - -
  • Neutral/Diagonal Jumping Attack
  • The Diagonal and the Neutral versions are the same. A damaging kick that has nice reach. Good as an air-to-air (j.B is sometimes more reliable), and to start combos.

Command Normals

Geshiki: Yumebiki
f.A > A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Very good attack. It has the f.C's animation, but it is faster, and can be normal canceled. Normally, it is used after the cl.C(Alone, without the followup), and mostly for punishing, or on crossup combos.
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • To make this move come out, you'll need to press A before the first attack hits. If you use this move on the cl.C example, it will whiff. I like to use this follow-up after a Light Attack(Like the cl.B, or the cr.B, two low-hitting moves). It can be canceled as well.

Geshiki: Goufu In ~Shinigami~
f.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • (If used alone) O.Iori's ground overhead move. It is better than the regular Iori's, because it has better startup, and does 2 hits on most standing opponents. It can't be normal canceled too. (If used after a normal) It will be canceled on the second hit, and will lose it overhead properties.

Geshiki: Yuri Ori
j.4B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • One of O.Iori's most important moves for doing combos. Why? Because it was made to crossup the opponent! After you jump forward, continue holding forward, and after you're above your opponent, press the B button, hit him, and begin your combo. This move can be used during a dash as well(Can be hard with him, but you still can do it), which is very useful for running away.

Throws

Kof.lp.pngKof.lk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Kof.sp.pngKof.sk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Guard Cancel Blowback
Kof.sp.pngKof.sk.png on Block
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
0 0 Mid 0 0 0 X - - - - - - -

Special Moves

108 Shiki: Yamibarai
qcf P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Iori's classic projectile. It has better recovery here when you compare it to the regular Iori's, but it's just not useful for combos. Use it as a meaty attack or something like that. The button pressed will determine the speed of the projectile.

100 Shiki: Oniyaki
dp P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp A - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp C - - Mid - - - - - - - - - - -
  • Iori's anti-air, now faster than ever. When the opponent jumps, do the motion, and you'll beat the opponent, probably. The A version does only one hit, but O.Iori will have a faster recovery(Better to anti-air), and the C version does three hits, but O.Iori will do higher(Better for combos in my opinion, as the first and the second hits can be max canceled).

127 Shiki: Aoi Hana
qcb A x3
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
1st Rekka - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
2nd Rekka - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
3rd Rekka - - Mid - - - - - - - - - - -

127 Shiki: Aoi Hana
qcb C x3
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
1st Rekka - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
2nd Rekka - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
3rd Rekka - - Mid - - - - - - - - - - -
  • This move just got faster(I'll copy and paste from Iori's section). This classic Rekka move is very good on punish situations, and you can do good combos on the normal mode with it. If you need, you can delay the hits(If the first one was blocked, you can delay the second one to make it hit). The button pressed will determine the speed of the punches(You can't change between the versions while doing the inputs). The 1st hit will let your opponent on the ground(It has some good combos on Max Mode involving this hit). The 2nd hit will send your opponent in the air(That means, you can juggle after it in Max Mode). The 3rd hit will act as an overhead on each version, but is very unsafe no block(No Max Mode combos with it). Do your combos with the A version from the Light Attacks(The most used, thanks to the low starters), and the C version from the Heavy Attacks(Most damaging, better for punish situations). Any hit can be max canceled too, leading to nice loops.

212 Shiki: Kototsuki In
hcb K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
hcb B - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
hcb D - - Mid - - - - - - - - - - -
  • Same as the regular Iori's. O.Iori will dash and grab the opponent, but it is blockable(And very unsafe). You can use this on combos, or as an option to approach while your opponent is knocked down.

Kuzukaze
hcb~f P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • It is said that you can infinite with this move(By canceling a cr.A into it, and after Iori pushes the opponent, you walk/dash on his/her direction and repeat the process. Dunno if it's true, but I saw a video with it).

Super Moves

Kin 1211 Shiki: Yaotome ~ Maiden Masher
qcf~hcb P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
1+(1x8)+(12x4) 1, 1, 12 Mid 0 0 0 X - - - - - - -
  • This is Iori's classic super, but you can't follow it up. This one is mostly used to finish combos in the most damaging way without Exceed.

Ura 108 Shiki: Ya Sakazuki
qcb~hcf P (Hold to delay)
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
0+(1+10)~ 1 Mid 0 0 0 0 X - - - - - -
  • Opponent can mash out of super to escape earlier. Damage deal is passive damage while they are stunned, before leading to a SKD if stunned for too long or they mash out of it.
  • Utility super. O.Iori will charge, and when you release the button, some purple pillars will rise from the ground. If one of them hits the opponent(Assuming that he/she wasn't blocking) he/she will be stunned for a while(Where you can do anything with him). While the opponent is stunned, he will take damage, but... It won't do huge amounts of damage, like most supers. The best way to use this one is while the opponent is when its knockdown or already stunned/dizzy(You'll stun him two times! Cool, right?). (Note: While the opponent is on the purple animation, you can't use this move again. Yeah, no Super infinites for you.)

Exceed

???!
Qcf.pngHcb.pngKof.lk.pngKof.sk.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
8x15 8 Throw 0 0 0 X 0+0 1 18 19 HKD X 1F-4F (Lower invul on legs up to knees)
  • An instant, highly damaging command grab super much more suited to O. Iori's playstyle.
  • It also has a significantly faster animation making it very difficult to punish on whiff.
  • Unlike KOF2002, Iori does not leap forwards to grab his opponent, nor does he have to do an obnoxious input to do the command grab, either, but a regular ranbu input.
  • Also unlike 2002, O. Iori can combo into it, however he can only combo into Exceed with normals. He cannot max cancel into Exceed.
  • O. Iori can also combo into Exceed off of his command grab thanks to his very fast walk speed.
  • A solid Exceed, low risk but high reward. However, once you're 50% health or below, your opponent can also start expecting Exceed and bait it out or jump out of the way after baiting it out, making O. Iori waste Exceed even if they don't punish it.
  • The grab hitbox is also fairly small, so it can whiff if you're not careful, but chances are you're right next to your opponent as is.
  • O. Iori is able to act almost instantly after the attack animation finishes, allowing him to do any kind of oki he wants.

Strategy

Basic Strategy

O. Iori's gameplan

O.Iori is just one of those offensive-based characters, like his regular counterpart. To play him, you just need to try to combo everytime with his Rekkas, crossups and supers. Use his speed as your advantage, because he won't be an easy target for your opponent(He is kinda hard to anti-air too, thanks to his fast jump and easy crossups). When you have the opportunity, just do a combo. As an anti-air move, you have the DP. For the supers, you'll use only one(Maid Masher, the other one is just situational). You'll see some confirms below. Now, the Exceed. You can confirm it from normals, but... I don't know if it's possible to do better than that. Anyway, just be an agressive player, and you can beat any opponent. Good luck in your future matches.

Advanced Strategy

Juggling Deadly Flowers

Orochi Iori can juggle his opponent if you make the first two rekkas as fast as possible because he had a better startup and recovery to his normal counter part, if you played KOF 2001 you can use different combo enders as HCB+K or his QCF,HCB+P Super.

Ura 108 Shiki: Ya Sakazuki Resets

You can use his KOF 97 Purple Pilars Super Move for wake up traps (more useful in corner) when your opponent is far away from you, take advantage of your quick backdash after knockdown or stun your opponent and make your Super Move and release it when it comes to you as a surprise.

Match-Ups

Red Arremer

Use flame super when he has minions fully stocked to clear the screen. Once O. Iori's in, it's very difficult for Red Arremer to shake him off as he has very little to work with, relying on his terrible buttons to deal with O. Iori's speed.

Goenitz

Wait out his projectile and then get in, he doesn't have a good reversal, so it is very easy to pressure him.

Mars People

It may be difficult to super jump over the orange fireball. Teleport makes rushdown difficult when used well, but it can be punished fairly easily with sj.4B.

Combos

SVC Chaos: SNK VS Capcom Quick Combo Notation Guide
  • cl. = close normal
  • st. = standing/far normal
  • cr. = crouching normal
  • f.; etc. = forward direction (NOT far)
  • X = any button
  • CH = counter hit
  • , = Used to separate attacks in the combo
  • / = Separates different options for the combo (mainly different starters or enders that are possible)
  • Unless otherwise stated (such as it's a link or you need to delay the attack), assume this is a chain/cancel.
  • Example: cr.B, cr.A, dp A ; cr.B chains into cr.A, then cr.A cancels into dp A
  • [b]~f = Indicates to charge back (or downback), then press forwards for the given special move
  • ( ) = Parentheses used to indicate the attack(s) within the parentheses are optional to add to the combo
  • (C) = Indicates a free cancel, aka a cancel only possible in Max Mode
  • (SC) = Indicates a super cancel via free canceling in Max Mode
  • (1) = Used to indicate how many hits of the attack should connect (or less than) before continuing with the combo
  • Example: cl.C(1), hcb P means that only one hit of cl.C should be performed before moving on to do hcb P, not more than one hit
  • [ ] = Used to distinguish combo loops or combo starters/etc. in case a certain attack is only possible after specific options
  • xN = Repeat the given loop for as many times as either possible or as many times as you wish

May change to numpad notation much later down the road.

BnB Combos

BnB Combos
Combo Position Damage Stun Difficulty Notes
(j.X crossup,) f.A~A, qcf C TBA TBA TBA TBA Not that useful as a combo, it's just for fun. I think you can add a Light Attack before the Command Move in case you crossup the opponent(Like cl./cr.B, low-hitting moves). If you use the A version, the opponent will recover before the projectile hits.
(j.X,) cl.C, qcf P TBA TBA TBA TBA Easier than the above.
(j.X crossup,) cr.B, cr.A, dp A TBA TBA TBA TBA Cool combo with a low starter. The Rekka combos are way better than this one too... (Note: The C version is not used here because it will be an unsafe combo).
(j.X,) cl.C, dp A TBA TBA TBA TBA Does more damage than the above but has no low starter.
(j.X,) cr.B, cr.A, f.A, qcb P x3 TBA TBA TBA TBA This one is O.Iori's BnB combo without meter. Has a low starter, does nice damage, and the opponent can't recovery roll from it. If you crossup, you can add another cr.A on the combo.
(j.X,) cl.C, f.A, qcb C x3 TBA TBA TBA TBA A more damaging version, but has no low starter. Use this one for punishing, and only this way. The C version needs to be used here, because it will make O.Iori move further.
(j.X,) cl./cr.B, f.A~A, qcb C x3 TBA TBA TBA TBA This is an option with more hits, and has a low starter as well. I don't know if it does more damage than the above, but it's another cool option with the Rekkas.
(cl./cr.A/B,) hcb~f P, walk up, cl.C starter combo TBA TBA TBA TBA With normal Iori, you need to learn how to combo after command grab since it isn't terribly lenient. That, and st.C not being cancellable on its own in SVC forces you to learn to combo off of it anyways. Orochi Iori doesn't have this issue at all. He not only gets plenty of time to follow-up after the command grab, but his walk speed is so fast he can just walk up to the opponent and easily get a cl.C starter combo.
(corner) (cl./cr.A/B,) hcb~f P, walk forward, (cl./cr.A/B,) hcb~f P, walk up, cl.C starter combo TBA TBA TBA TBA While O.Iori has his back to the corner. Kinda strange, but it works. It's just an extension to the combo above.
cr.A, hcb~f P, dash/walk forward, repeat the process TBA TBA TBA TBA This is the infinite mentioned before. Dunno if it's true, because it needs a high execution level(You can get some Command/Super Moves out of it sometimes). It's a good way to build meter too, and you can easily confirm any Max Mode combo, or even the Maid Masher out of it.
Super Combos
Combo Position Damage Stun Difficulty Notes
(j.X crossup,) cl./cr.B, f.A, qcf~hcb P TBA TBA TBA TBA Pretty nice confirm. Has a low starter and does great damage as well. This combo requires you button hold in order for the f.A to cancel immediately into super, or else nothing happens. Doing button hold too early can also lead to O. Iori doing rekka instead.
(j.X,) cl./cr.C, (f.A,) qcf~hcb P TBA TBA TBA TBA Does more damage than the above, but has no low starter. f.A only combos on EQ and Hugo without a crossup j.4B. Against Genjuro, it is possible to do j.4B, cl.C, f.A, qcf~hcb P if Genjuro is close enough to O. Iori. Unknown if this works against other characters, however it is unlikely. It's better to do the below combo, instead, for most matchups.
(j.X,) f.A~A, qcf~hcb P TBA TBA TBA TBA Easier to land off of a j.4B as this pulls the opponent closer to O. Iori if he otherwise doesn't get a backhit. This also gives O. Iori a hit-confirm since it's one additional attack to confirm the combo with, as opposed to just a jump-in or one single cl.C. This also works for every matchup, so default to this instead of cl.C.
(j.4B,) cl.B, f.A, Exceed TBA TBA TBA TBA
(j.X,) cl./cr.C, Exceed TBA TBA TBA TBA

Max Mode Combos

BnB Combos
Combo Position Damage Stun Difficulty Notes
(j.X crossup,) cl.C, qcb A x2, [(C)hcb K(1), (C)qcb A x2,]xN, qcf~hcb P TBA TBA TBA TBA Orochi Iori has better startup on his rekkas which makes this possible.
(j.X crossup,) cl.C, dp C(2), (C)qcb C, (C)dp C(1), (C)qcb C, [(C)hcb K(1), (C)qcb A x2,]xN, qcf~hcb P TBA TBA TBA TBA The same loop combo but with a dp C to start the loop. While technically, O. Iori can combo off of dp C(2), all he can really do is qcf P or qcb P. After the second qcb C, dp C whiffs completely, making the combo somewhat pointless to do beyond one dp C anyways. O. Iori can't even max cancel into ranbu super, so you have to do hcb K loops with rekka in order to combo his super in Max Mode.

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