The King of Fighters 2002/Iori

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General Info

The second-handsomest man in Japan, Iori awakened his Orochi blood so that he could hunt down and kill the first-handsomest man, Kyo Kusanagi. He'd be doing a better job of it if his legs weren't tied together -- but Iori understands what's truly important.

Crouch height: Low
Jump: 4/31/1
Hop: 4/23/1
Dash: 3/10~∞/3
Backdash: 3/16/3
Wakeup: 28 frames
Recovery roll: 24 frames

Stand Crouch Jump Grab Run
Iori02 stand.png Iori02 crouch.png Iori02 jump.png Iori02 grab.png Iori02 run.png


Colors:

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Iori02 colorA.png Iori02 colorB.png Iori02 colorC.png Iori02 colorD.png
Strengths Weaknesses
  • placeholder
  • placeholder

Movelist

Normals

Far Normals

st.A
Kof.lp.png
Iori02 stA.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid - - 6 3 3 - +6 +4 -

st.B
Kof.lk.png
Iori02 stB.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid - - 7 3 20 - -3 -5 -

st.C
Kof.sp.png
Iori02 stC.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid - K,C,S,Su 7 3 20 - -3 -5 -

st.D
Kof.sk.png
Iori02 stD.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid - - 10 8 20 - -8 -10 -

Close Range Normals

cl.A
Kof.lp.png
Iori02 clA.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid - K,R,C,S,Su 4 5 5 - +2 0 -

cl.B
Kof.lk.png
Iori02 clB.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Low - K,C,S,Su 5 3 5 - +4 +2 -

cl.C
Kof.sp.png
Iori02 clC1.png
Iori02 clC2.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid - C,S,Su 2 2+5 11 - +2 0 -

cl.D
Kof.sk.png
Iori02 clD.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid - - 5 6 13 - +1 -1 -

Crouching Normals

cr.A
D.pngKof.lp.png
Iori02 crA.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid - K,R,C,S,Su 5 4 7 - +1 -1 -

cr.B
D.pngKof.lk.png
Iori02 crB.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Low - R 5 5 5 - +2 0 -

cr.C
D.pngKof.sp.png
Iori02 crC.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid - K,C,S,Su 7 5 16 - -1 -3 -

cr.D
D.pngKof.sk.png
Iori02 crD.png
stop using sweep
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Low - - 5 6 31 - KD -19 -

Neutral Jumping Normals

nj.A
U.pngKof.lp.png
Iori02 jA.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead - - 3 9 - - - - -

nj.B
U.pngKof.lk.png
Iori02 jB.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead - - 4 7 - - - - -

nj.C
U.pngKof.sp.png
Iori02 jC.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead - - 8 3 - - - - -

nj.D
U.pngKof.sk.png
Iori02 jD1.png
Iori02 jD2.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead - - 5 3+2 - - - - -

Diagonal Jump Normals

dj.A
Ub.png/Uf.png+Kof.lp.png
Iori02 jA.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead - - 3 9 - - - - -

dj.B
Ub.png/Uf.png+Kof.lk.png
Iori02 jB.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead - - 4 7 - - - - -

dj.C
Ub.png/Uf.png+Kof.sp.png
Iori02 jC.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead - - 8 3 - - - - -

dj.D
Ub.png/Uf.png+Kof.sk.png
Iori02 jD1.png
Iori02 jD2.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead - - 5 3+2 - - - - -

Hop Normals

HH.A
tap Ub.png/Uf.png+Kof.lp.png
Iori02 jA.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead - - 3 9 - - - - -

HH.B
tap Ub.png/Uf.png+Kof.lk.png
Iori02 jB.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead - - 4 7 - - - - -

HH.C
tap Ub.png/Uf.png+Kof.sp.png
Iori02 hC.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead - - 8 3 - - - - -

HH.D
tap Ub.png/Uf.png+Kof.sk.png
Iori02 hD1.png
Iori02 hD2.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead - - 5 3+2 - - - - -

Blowback Attack

CD
Kof.sp.png+Kof.sk.png
Iori02 stCD.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid - C,S,Su 11 5 24 - KD -7 -

jp.CD
Ub.png/U.png/Uf.png+Kof.sp.png+Kof.sk.png
Iori02 jCD.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid - - 12 4 - - KD - -

Throws

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

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

Command Normals

Ge Shiki~Yumebiki
F.pngKof.lp.pngKof.lp.png
Iori02 fA.png
Iori02 fAA.png
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
F.pngKof.lp.png - Mid - Su,F+A,A 8 4 19 - -3 -5 -
  • can only cancel into DMs on the 1st hit
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.lp.png - Mid - S,Su 9 7 15 - -2 -4 -

Ge Shiki~Goufu In Shinigame
F.pngKof.lk.png
Iori02 fB1.png
Iori02 fB2.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid - - 27 (23) 3(3)3 (5(3) 20 - -9 (-11) -11 (-13) -
  • Second hit usually whiffs, this has been taken into account in the frame advantage calculations.
  • when canceled into, it no longer an overhead, has worser frames on hit and block, but now gains special and super cancel properties

Ge Shiki~Yuri Ori
Jump B.pngKof.lk.png
Iori02 jb+B.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid - - 4 5 3 - - - -

Has three frames of additional landing recovery. Whiffs on most crouchers.

Special Moves

108 Shiki~Yami Barai
Qcf.pngP.png
Iori02 qcfP.png
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.lp.png - Mid - - 10 - 39 - -7 -9 -
  • Iori throws a ground projectile
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.sp.png - Mid - - 9 - 40 - -8 -10 -
  • qcf+C travels alot faster than qcf+A, although both don't have good recovery

100 Shiki~Oniyaki
Dp.pngP.png
Iori02 dpA1.png
Iori02 dpA2.png
Iori02 dpA3.png
A version
Iori02 dpC1.png
Iori02 dpC2.png
Iori02 dpC3.png
Iori02 dpC4.png
C version
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.lp.png - Mid - Su 5 2*2*8 11+16 - KD -17 -
  • a decent fast, vertical anti-air but lacks much invincibility
  • 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
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.sp.png - Mid - Su 5 2*3*7+6 22+19 - KD -36 -

127 Shiki~Aoi Hana
Qcb.pngKof.lp.png x3
Iori02 qcbP1.png
Iori02 qcbP2.png
Iori02 qcbP3.png
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
1st Rekka - Mid - - 8 3 26 - -9 -11 -
  • 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
  • the followups can be delayed to confuse the opponent
  • qcb+A comes out faster than qcb+C,
  • free cancellable into
  • free cancellable out of on the first and second hits
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
2nd Rekka - Mid - - 7 3 28 - KD -13 -
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
3rd Rekka - Mid - - 17 2 29 - HKD -13 -
  • the third hit is very punishable on block
  • third hit is an overhead and hard knockdown

127 Shiki~Aoi Hana
Qcb.pngKof.sp.png x3
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
1st Rekka - Mid - - 11 3 28 - -11 -13 -
  • qcb+C is slower, but covers more horizontal range than qcb+A
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
2nd Rekka - Mid - - 11 3 29 - KD -14 -
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
3rd Rekka - Mid - - 17 9 31 - HKD -22 -
  • the third hit is very punishable on block
  • third hit is an overhead and hard knockdown

212 Shiki~Kototsuki In
Hcb.pngK.png
Iori02 hcbK.png
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.lk.png - Mid - - 6 16 14 - - - -
  • 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
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.sk.png - Mid - - 6 24 14 - - - -

Kuzukaze
Hcb.pngF.pngP.png
Iori02 hcbfP.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- throw - - 11 1 31(16) - +16 - -
  • 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

Desperation Moves

Kin1211 Shiki~Ya Otome
Qcf.pngHcb.pngP.png
Iori02 DM1.png
Iori02 DM2.png
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.lp.png - mid - - 1+5 4+12 42 - HKD -25 -
  • 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
Version Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.sp.png - Mid - - 1+5 4+20 44 - HKD -27 -
  • can be followed up by qcfx4+AC, which should be done the moment the explosion from the end of his qcf hcb+P begins

Ura316Shiki~Saika
Qcf.pngHcb.pngP.png > Qcf.pngx4Kof.lp.png+Kof.sp.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - 1+7 - - - - - -
  • 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
  • in the corner, it can hit opponents off the ground and still not whiff even if cancelled late
  • requires one bar of meter in order to preform after maiden masher

Super Desperation Move

Kin 1211~Ya Otome
Qcf.pngHcb.pngKof.lp.png+Kof.sp.png
Iori02 DM1.png
Iori02 DM2.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid - - 1+11 3+21 44 - HKD -27 -
  • 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

Hidden Super Desperation Move

Ura 1219 Shiki~En'ou
Qcb.pngHcf.pngB.pngF.pngKof.lp.png+Kof.sp.png
Iori02 HSDM.png
Damage Guard Guard Damage Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Throw - - 1+18 1 38 - - - -
  • Iori jumps very quickly across the screen, grabbing the opponent
  • unblockable
  • Iori is invincible during the leap, and when he is recovering

Combos

Basic Combos

  • cr.B, cr.A >
    • qcb + A x 3 {20-25%}
    • qcf + C (Point blank.)


  • cl.B, cl.C ...


  • Very close: cl.C >
    • hcb + K [30%]
    • dp + C [24%]
    • dp + C (2) >>
      • DM qcf hcb + P > [48%] {2 stocks}
        • DM qcf qcf qcf qcf + AC [65%] {3 stocks}


  • cl.C / st.C / (cl.B > f + A > A) >
    • qcb + C x 3 [24%/24%/36%]


  • cl.C / st.C
    • qcf + C


  • (cl.C > f + A) / st.C / (cl.B > f + A > A) / (cr.B, cr.A > f + A)
    • DM qcf hcb + P > [??%/32%/44%/??%] {1 stock}
      • DM qcf qcf qcf qcf + AC [??%/49%/61%/??%] {2 stocks}

Corner

  • Iori in corner: cr.A > hcb f + P, cr.A > hcb f + P, any combo


Max Mode

  • cl.D >> BC, run, cl.C >
    • (hcb + K (1) >> dp + C (2)) x 3 >>
      • DM qcf hcb + P > DM qcf qcf qcf qcf + AC {87%}
    • qcb + C >>
      • (hcb + K (1) >> dp + C (2)) x 2 >>
        • SDM qcf hcb + AC {90%}


  • Opponent about one screen away from corner: cl.D >> BC, run, cl.C > hcb + K (1) >> dp + C (2) >> qcb + C x 2 >> hcb + K (1) >> qcb + A > qcb + A (delayed), DM qcf hcb + P > DM qcf qcf qcf qcf + AC {85%}


  • Iori in corner: air b + B, cr.A > hcb f + P, cl.D >> BC, run, cr.A > hcb f + P, run, cl.C > f + A > HSDM qcb hcf b f + AC {75%}


  • air b + B, cl.B > f + A >> BC, run, cl.C > qcb+C >> dp + C (2) >>
    • (hcb + K (1) >> dp + C (2)) x 2 >>
      • DM qcf hcb + P > DM qcf qcf qcf qcf + AC

Counterhit

  • Counterhit: CD >> BC, SDM qcf hcb + AC {55%}


  • Counterhit: j.CD,
    • hcb + K {32%}
    • DM qcf hcb + P > DM qcf qcf qcf qcf + AC {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


Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Andy
Angel
Athena
Benimaru
Billy Kane
Blue Mary
Chang
Chin
Choi
Chris
Clark
Daimon
Iori
Joe
K'
K9999
Kensou
Kim
Kula
Kyo
Leona
Mai
Mature
Maxima
May Lee
Ralf
Ramon
Robert
Ryo
Seth
Shermie
Takuma
Terry
Vanessa
Vice
Whip
Yamazaki
Yashiro
Yuri
Secret/Orochi Characters
Kusanagi
Orochi Chris
Orochi Shermie
Orochi Yashiro