Difference between revisions of "The King of Fighters '98 UMFE/Iori Yagami"

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== Introduction ==
== Introduction ==
Iori is a versatile character that leans towards rushdown and mixups due to his great access to hard knockdowns. at further ranges he has a fireball and a good poke in st.D as his main tools. When Iori really starts to shine when he lands a hit into his hard knockdown rekka. He has plenty of mixup options like a good crossup, a command grab that lets him combo afterwards, good low confirms and an overhead. Most of these options will allow him to combo into rekka again and repeat the situation. On defense he has access to a great dp for reversals and anti airs and a good super that can low profile and anti air well. Ioris main weakness is that a lot of his buttons aren't that great so his grounded poking game can feel a bit lacking.


== changes from previous versions ==
Iori is a highly versatile character that can do just about anything, but leans towards rushdown and mixups due to his great access to hard knockdowns. At further ranges, he has a fireball and a good poke as his main tools, but Iori really starts to shine when he lands a hit into his hard knockdown rekka. He has plenty of mixup options, like a good crossup, a command grab he can combo out of, good low confirms, and an overhead. Most of these options will allow him to combo into rekka again and repeat the situation. On defense, he has access to a great DP for reversals and anti-airs, and a good DM that can low-profile and anti-air well. Iori's main weakness is that a lot of his buttons aren't that great, so his grounded poking game can feel a bit lacking.
 
== Changes from Previous Versions ==


'''98 to 98UM'''
'''98 to 98UM'''


Normals:
Normals:
* cr.A hurtboxbox became taller
 
* cr.B hurtbox became taller so some projectiles can no longer be low profiled
* cr.A hurtbox is taller
 
* cr.B hurtbox is taller, so some projectiles can no longer be low-profiled


Specials:
Specials:
* dp+C now hits consistently even against airborne opponents
 
* dp+C now hits consistently, even against airborne opponents
 
* The time that the hurtbox for qcb+P becomes lower is reduced by 3 frames
* The time that the hurtbox for qcb+P becomes lower is reduced by 3 frames
* hcb,f+P startup 3 frames faster but invincibility frames are reduced
 
* hcb,f+P startup is 3 frames faster, but invincibility frames are reduced


Supers:
Supers:
* qcf,hcb+P is no longer hard knockdown
 
* qcb,hcf+P changed, now deals damage at once when it hits but none when the opponent is stunned also reduced stunned time
* qcf,hcb+P is no longer a hard knockdown
* qcb,hcf+P changed: now deals damage at once when it hits, but none when the opponent is stunned; also reduced stunned time


'''98UM to 98UMFE'''
'''98UM to 98UMFE'''


f,f step (Extra mode) - distance moved is longer
Extra mode step dash distance moved is longer


Specials:
Specials:
* hcb,f+P more recovery after the throw so it's harder to connect attacks afterwards
 
* hcb,f+P has more recovery after the throw, so it's harder to connect attacks afterwards


== Normal Moves ==
== Normal Moves ==


'''Close'''
'''Close'''
*cl. A: mostly just useful as light combo filler. Chainable. Cancelable.
*cl. B: has short activation range. Hits low. Cancelable.
*cl. C: Ioris main heavy combo button. Hits higher up so can catch close range jumpouts. Cancelable.
*cl. D: Hits high up so can catch jumpouts but it is not cancelable so it's not as good as cl.C.


'''Stand'''
* cl.A: Mostly just useful as light combo filler. Chainable and cancelable.
*st. A: hits too low to stop hops well. Great short ranged button as it gives Iori a bit of frame advantage and has a nice hitbox. Chainable.
 
*st. B: short to mid range poke with some decent priority, has longer range than st.A.
* cl.B: Has short activation range. Standing low. Cancelable.
*st. C: Nice longer range poke since it's Cancelable on contact or whiff. Has nice priority.
 
*st. D: good longer range poke. His best normal for stopping hops.
* cl.C: Iori's main heavy combo button. Hits higher up, so it can catch close-range jump-outs. Cancelable.
 
* cl.D: Hits high up so can catch jumpouts, but it is not cancelable so it's not as good as cl.C.
 
'''Standing'''
 
* st.A: Hits too low to stop hops well. Great short-ranged button, as it gives Iori a bit of frame advantage and has a nice hitbox. Chainable.
 
* st.B: Short- to mid-range poke with some decent priority. Has longer range than st.A.
 
* st.C: Nice longer-range poke, since it's cancelable on hit, block, and whiff. Has nice priority.


'''Crouch'''
* st.D: Good longer-range poke. His best normal for stopping hops.
*cr. A: Good for combos or blockstrings. Chainable. Cancelable.
*cr. B: standard low move for low combos or blockstrings. Chainable.
*cr. C: not great at anti airing. Has some forwards priority so could be a decent closer range poke. Cancelable on contact or whiff.
*cr. D: Has long range but terrible recovery.  


'''Jump'''
'''Crouching'''
*j. A: has a lot of active frames. Can be used as an air to air or jump in
*j. B: fast air to air with good range.
*j. C: jumpin button that can cross up but landing it is hard. Has quite a lot of startup so needs to be done early or it will whiff. Due to this it can be used as a good jumpin fake by doing it late.
*j. D: Good air to air that can also hit grounded opponents.


'''Blowback'''
* cr.A: Good for combos or blockstrings. Chainable and cancelable.
*st. CD: Has good priority and fairly fast startup speed for a st.CD so it makes for a decent poke. Cancelable on contact or whiff.
 
*j. CD: Has good priority forwards so can be a good air to air.
* cr.B: Standard low move for low combos or blockstrings. Has limited low-profile properties. Chainable.
 
* cr.C: Not great at anti-airing. Has some forwards priority, so it could be a decent closer-range poke. Cancelable on hit, block, and whiff.
 
* cr.D: Has long range but terrible recovery.
 
'''Jumping'''
 
* j.A: Has a lot of active frames. Can be used as an air-to-air or jump-in.
 
* j.B: Fast air-to-air with good range.
 
* j.C: Jump-in button that can crossup, but landing it is hard. Has quite a lot of startup, so it needs to be done early or it will whiff. Due to this, it can be used as a good jump-in fake by doing it late.
 
* j.D: Good air-to-air that can also hit grounded opponents.
 
'''CD Normals'''
 
* st.CD: Has good priority and fairly fast startup speed for a st.CD, so it makes for a decent poke. Cancelable on hit, block, and whiff.
 
* j.CD: Has good priority forwards, so can be a good air-to-air.


== Throws ==
== Throws ==


'''Reverse Skinner:''' (close) b/f + C
'''Reverse Skinner:''' <code>b/f+C (close)</code>
* regular throw, techable. Iori claws at the opponent sending them flying almost full screen forwards with a soft knockdown.
 
'''Double-reverse Skinner:''' (close) b/f + D
* Regular throw, techable. Iori claws at the opponent, sending them flying almost fullscreen forwards with a soft knockdown.
* regular throw, techable. Iori sneaks behind the opponent and then claws at them sending them flying almost full screen to the other side with a soft knockdown.
 
'''Double-reverse Skinner:''' <code>b/f+D (close)</code>
 
* Regular throw, techable. Iori sneaks behind the opponent and then claws at them, sending them flying almost fullscreen to the other side with a soft knockdown.
 
== Command Moves ==
== Command Moves ==


'''Dream Blast:''' f + A, A
'''Dream Blast:''' <code>f+A,A</code>
 
* Iori does a strike forwards.
* Iori does a strike forwards.


* can combo from lights and heavies.
* Can combo from lights and heavies.


* the second hit will whiff there was too much pushback before the first hit, it will for example whiff after a cl.C f+A or cr.B cr.A f+A.
* The second hit will whiff if there was too much pushback before the first hit; it will, for example, whiff after a cl.C f+A or cr.B cr.A f+A.


* Therefore it's best to just use the first hit and skip the second one.
* Therefore, it's best to just use the first hit and skip the second one.


* Cancelable on both hits raw and when cancelled into.
* Both hits cancelable both raw and when cancelled into.


* this move is key for Ioris combos.
* Key to Iori's combos.


'''Thunder Axe Shadow Reaper:''' f + B
'''Thunder Axe Shadow Reaper:''' <code>f+B</code>


* A slow overhead that can be canceled from if canceled into.
* A slow overhead that can be canceled from if canceled into.


'''Lily Breaker:''' (in the air) back + B
'''Lily Breaker:''' <code>b+B (in air)</code>


* A very good crossup kick that can be comboed into.
* A very good crossup kick that can be combo-ed into.


* Will whiff on short crouchers.
* Will whiff on short crouchers.
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== Special Moves ==
== Special Moves ==


'''Fireball:''' qcf + A/C
'''Fireball:''' <code>qcf+A/C</code>


* A ground travelling projectile.
* A ground-travelling projectile.


* A version travels slow, while C version travels much faster
* A version travels slowly, while C version travels much faster.


* combos from lights and heavies.
* Combos from lights and heavies.


* can be hopped over.
* Can be hopped over.


* good for the projectile war or to use as a longer ranged poke.
* Good for projectile wars, or to use as a longer-ranged poke.


* Can be made unblockable with his command grab thanks to the unblockable projectile bug.
* Can be made unblockable with his command grab thanks to the unblockable projectile bug.


'''Deadly Flower:''' qcb + A/C (can be entered 3 times in a row)
'''Deadly Flower:''' <code>qcb+A/C (x3)</code>


* Iori does a series of strikes that carries him forwards.
* Iori's rekka. Does a series of strikes that carries him forwards.


* He can input this special up to 3 times in a row and each hit will be a bit different. The first two hits are mids and the third one hits overhead.
* The first two hits are mids, and the third one hits overhead.


* Ioris main combo special. The light version combos from lights and the heavy one from heavies.
* Iori's main combo special. The light version combos from lights and the heavy one combos from heavies.


* Causes hard knockdown and gives Iori plenty of time to set up whatever offense he wants afterwards.
* Causes hard knockdown and gives Iori plenty of time to set up whatever offense he wants afterwards.


* All the 3 hits of both the A and C rekka are negative and unsafe on block point blank. At further ranges they are still unsafe but the opponent will need a fairly fast good long range move to punish.
* All 3 hits of both the A and C rekka are negative and unsafe on block point-blank. At further ranges, they are still unsafe, but the opponent will need a fairly fast long-range move to punish.


The A rekkas on hit knock the enemy back a bit, while the full C rekkas make them land right next to Iori (hard knockdown), setting up a few wake-up options.
* The A rekkas knock the enemy back a bit on hit, while the full C rekkas make them land right next to Iori with a hard knockdown, setting up a few wakeup options.


* Has pretty decent priority so can also be used as a poke in neutral.
* Has pretty decent priority, so it can also be used as a poke in neutral.


'''Dark Thrust:''' dp + A/C
'''Dark Thrust:''' <code>dp+A/C</code>
* Iori creates some flames and jumps into the air with a spin. Ioris dragon punch move.


* A version has startup invul but none on the active frames.
* Iori creates some flames and jumps into the air with a spin. Iori's DP.


* C version has invul on startup and  on the first active frames so can be used as a reversal.
* A version has startup invincibility, but none on the active frames.


* Both versions work well for anti airing. The A version is faster so it's better to use on reaction while the C version has more invul and longer reach so it's better to use against obvious jumps.
* C version has invincibility on startup and on the first active frames, so it can be used as a reversal.
 
* Both versions work well for anti-airing. The A version is faster, so it's better to use on reaction, while the C version has more invincibility and longer reach, so it's better to use against obvious jumps.


* Both versions are punishable on block.
* Both versions are punishable on block.


'''Scum Gale:''' (close) hcb, f + A/C
'''Scum Gale:''' <code>hcb,f+A/C (close)</code>
* Iori grabs a hold of the opponent and shoves them behind him.
 
* Iori grabs hold of the opponent and shoves them behind him.


* A command grab that lets Iori follow up with a combo afterwards.
* A command grab that lets Iori follow up with a combo afterwards.


* has some startup invul but not all the way to the grab part.
* Has some startup invincibility, but not all the way to the active frames.


* Good for mixups as it lets him do a full combo afterwards that leads to another mixup.
* Good for mixups, as it lets him do a full combo afterwards that leads to another mixup.


* Has longer startup than most command grabs while also not being fully invul, but despite this it's still good.
* Has longer startup than most command grabs while also not being fully invincible, but despite this it's still good.


'''Dark Crescent Slice:''' hcb + B/D
'''Dark Crescent Slice:''' <code>hcb+B/D</code>
* Iori runs forwards and hits the opponent. If successful he takes them to the ground and blows them up with flames.
 
* Iori runs forwards and hits the opponent. If successful, he takes them to the ground and blows them up with flames.


* B version runs a shorter distance than the D version.
* B version runs a shorter distance than the D version.


* Has low invul during the run.
* Has low invincibility during the run.


* will combo from heavies but only at close range.
* Will combo from heavies, but only at close range.


* Can be used as a decent longer range punish.
* Can be used as a decent longer-range punish.


* unsafe on block.
* Unsafe on block.
 
'''Slash Talon Comb:''' <code>dp+B/D</code>


'''Slash Talon Comb:''' dp + B/D
* Iori does a leap forwards and hits with his flames.
* Iori does a leap forwards and hits with his flames.


* B version travels shorter than the D version.
* B version travels a shorter distance than the D version.


* can be cancelled into his qcb+P on contact.
* Can be cancelled into his qcb+P on contact.


* unsafe on block and since his qcb+P is also not safe on block
* Unsafe on block, and since his qcb+P is also not safe on block there's no real way to reduce risk.


* can go over some lows.
* Can go over some lows.


* Has a little bit of startup invul.
* Has a little bit of startup invincibility.


* overall not very useful as it's unsafe and only really beats lows.
* Overall not very useful, as it's unsafe and only really beats lows.


== Desperation Moves ==
== Desperation Moves ==


'''Maiden Masher:''' qcf, hcb + A/C
'''Maiden Masher:''' <code>qcf,hcb+A/C</code>
* Iori crouches low and dashes forwards with a ranbu like super.
 
* Iori crouches low and dashes forwards, doing a ranbu on hit.
 
* Has some low-profile startup frames, so it can go under some airborne projectiles.
 
* Can be combo-ed into from lights and heavies.


* Has some low profiling so can go under some airborne projectiles.
* Causes soft knockdown.


* can be comboed into from lights and heavies.
* MAX version does more damage but is much slower.


* causes soft knockdown.
'''One For The Road Blast:''' <code>qcb,hcf+A/C (can be held)</code>


'''One For The Road Blast:''' qcb, hcf + A/C (can be held)
* Iori sends out a big blast of flames.  
* Iori sends out a big blast of flames.  


* The A version only reaches a bit in front of Iori while the C version travels a bit more than half screen.
* The A version only reaches a bit in front of Iori, while the C version travels a bit more than halfscreen.


* On hit the opponent gets frozen in place and Iori gets a followup combo.
* On hit, the opponent gets frozen in place and Iori gets a followup combo.


* This move hitting is one of the few ways you can actually combo into the MAX Maiden Masher.
* This move hitting is one of the few ways you can actually combo into qcf,hcb+AC.


* The projectiles size is only as big as his regular fireball so it can be jumped over and even hopped over with good timing.
* The projectile's size is only as big as his qcf+P, so it can be jumped over and even hopped over with good timing.


* The MAX version creates a series of pillars that go from Iori to the other end of the screen. These pillars reach all the way to the top of the screen.
* The MAX version creates a series of pillars that go from Iori to the other end of the screen. These pillars reach all the way to the top of the screen.


== Combos ==
== Combos ==
'''General Notes'''


===Meterless===
===Meterless===


Low
''Low''


: <code>cr.B, cr.A, f+A, qcb+Cx3</code>:
: <code>cr.B, cr.A, f+A, qcb+Cx3</code>


Anywhere
''Mid/Jump-In''


: <code>(j.X), cl.C, f+A, qcb+Cx3</code>:
: <code>(j.X), cl.C, f+A, qcb+Cx3</code>
: Iori's BnB punish and jump-in combo.


: <code>hcb,f+P, st.C, qcb+Cx3</code>:
''Other''


: <code>hcb,f+P, run-up cl.C, f+A, qcb+Cx3</code>:
: <code>hcb,f+P, st.C, qcb+Cx3</code>
 
: <code>hcb,f+P, cl.C, f+A, qcb+Cx3</code>
: Requires a run before the cl.C.


===With Meter===
===With Meter===
Low


: <code>cr.B, cr.A, f+A, qcf,hcb+P</code>:
''Low''
 
: <code>cr.B, cr.A, f+A, qcf,hcb+P</code>
 
''Mid/Jump-In''
 
: <code>(j.X), cl.C, f+A, qcf,hcb+P</code>


Anywhere
: <code>(j.B), cr.C, f+A, qcf,hcb+AC</code>


: <code>(j.X), cl.C, f+A, qcf,hcb+P</code>:
''Other''


: <code>hcb,f+P, st.C, qcf,hcb+P</code>:
: <code>hcb,f+P, st.C, qcf,hcb+P</code>


: <code>hcb,f+P, run-up cl.C, f+A, qcf,hcb+P</code>:
: <code>hcb,f+P, cl.C, f+A, qcf,hcb+P</code>
: Requires a run before the cl.C.


===With Quick MAX===
===With Quick MAX===


Corner
''Corner''


: <code>cr.B, cr.A, f+A, qcb+Cx2, ABC, qcf,hcb+P</code>:
: <code>cr.B, cr.A, f+A, qcb+Cx2, ABC, qcf,hcb+P</code>


: <code>(j.X), cl.C, f+A, qcb+Cx2, ABC, qcf,hcb+P</code>:
: <code>(j.X), cl.C, f+A, qcb+Cx2, ABC, qcf,hcb+P</code>


== Strategy & Tips ==
== Strategy & Tips ==

Revision as of 00:47, 28 December 2021

Kyo98umfeiori.jpg

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Introduction

Iori is a highly versatile character that can do just about anything, but leans towards rushdown and mixups due to his great access to hard knockdowns. At further ranges, he has a fireball and a good poke as his main tools, but Iori really starts to shine when he lands a hit into his hard knockdown rekka. He has plenty of mixup options, like a good crossup, a command grab he can combo out of, good low confirms, and an overhead. Most of these options will allow him to combo into rekka again and repeat the situation. On defense, he has access to a great DP for reversals and anti-airs, and a good DM that can low-profile and anti-air well. Iori's main weakness is that a lot of his buttons aren't that great, so his grounded poking game can feel a bit lacking.

Changes from Previous Versions

98 to 98UM

Normals:

  • cr.A hurtbox is taller
  • cr.B hurtbox is taller, so some projectiles can no longer be low-profiled

Specials:

  • dp+C now hits consistently, even against airborne opponents
  • The time that the hurtbox for qcb+P becomes lower is reduced by 3 frames
  • hcb,f+P startup is 3 frames faster, but invincibility frames are reduced

Supers:

  • qcf,hcb+P is no longer a hard knockdown
  • qcb,hcf+P changed: now deals damage at once when it hits, but none when the opponent is stunned; also reduced stunned time

98UM to 98UMFE

Extra mode step dash distance moved is longer

Specials:

  • hcb,f+P has more recovery after the throw, so it's harder to connect attacks afterwards

Normal Moves

Close

  • cl.A: Mostly just useful as light combo filler. Chainable and cancelable.
  • cl.B: Has short activation range. Standing low. Cancelable.
  • cl.C: Iori's main heavy combo button. Hits higher up, so it can catch close-range jump-outs. Cancelable.
  • cl.D: Hits high up so can catch jumpouts, but it is not cancelable so it's not as good as cl.C.

Standing

  • st.A: Hits too low to stop hops well. Great short-ranged button, as it gives Iori a bit of frame advantage and has a nice hitbox. Chainable.
  • st.B: Short- to mid-range poke with some decent priority. Has longer range than st.A.
  • st.C: Nice longer-range poke, since it's cancelable on hit, block, and whiff. Has nice priority.
  • st.D: Good longer-range poke. His best normal for stopping hops.

Crouching

  • cr.A: Good for combos or blockstrings. Chainable and cancelable.
  • cr.B: Standard low move for low combos or blockstrings. Has limited low-profile properties. Chainable.
  • cr.C: Not great at anti-airing. Has some forwards priority, so it could be a decent closer-range poke. Cancelable on hit, block, and whiff.
  • cr.D: Has long range but terrible recovery.

Jumping

  • j.A: Has a lot of active frames. Can be used as an air-to-air or jump-in.
  • j.B: Fast air-to-air with good range.
  • j.C: Jump-in button that can crossup, but landing it is hard. Has quite a lot of startup, so it needs to be done early or it will whiff. Due to this, it can be used as a good jump-in fake by doing it late.
  • j.D: Good air-to-air that can also hit grounded opponents.

CD Normals

  • st.CD: Has good priority and fairly fast startup speed for a st.CD, so it makes for a decent poke. Cancelable on hit, block, and whiff.
  • j.CD: Has good priority forwards, so can be a good air-to-air.

Throws

Reverse Skinner: b/f+C (close)

  • Regular throw, techable. Iori claws at the opponent, sending them flying almost fullscreen forwards with a soft knockdown.

Double-reverse Skinner: b/f+D (close)

  • Regular throw, techable. Iori sneaks behind the opponent and then claws at them, sending them flying almost fullscreen to the other side with a soft knockdown.

Command Moves

Dream Blast: f+A,A

  • Iori does a strike forwards.
  • Can combo from lights and heavies.
  • The second hit will whiff if there was too much pushback before the first hit; it will, for example, whiff after a cl.C f+A or cr.B cr.A f+A.
  • Therefore, it's best to just use the first hit and skip the second one.
  • Both hits cancelable both raw and when cancelled into.
  • Key to Iori's combos.

Thunder Axe Shadow Reaper: f+B

  • A slow overhead that can be canceled from if canceled into.

Lily Breaker: b+B (in air)

  • A very good crossup kick that can be combo-ed into.
  • Will whiff on short crouchers.

Special Moves

Fireball: qcf+A/C

  • A ground-travelling projectile.
  • A version travels slowly, while C version travels much faster.
  • Combos from lights and heavies.
  • Can be hopped over.
  • Good for projectile wars, or to use as a longer-ranged poke.
  • Can be made unblockable with his command grab thanks to the unblockable projectile bug.

Deadly Flower: qcb+A/C (x3)

  • Iori's rekka. Does a series of strikes that carries him forwards.
  • The first two hits are mids, and the third one hits overhead.
  • Iori's main combo special. The light version combos from lights and the heavy one combos from heavies.
  • Causes hard knockdown and gives Iori plenty of time to set up whatever offense he wants afterwards.
  • All 3 hits of both the A and C rekka are negative and unsafe on block point-blank. At further ranges, they are still unsafe, but the opponent will need a fairly fast long-range move to punish.
  • The A rekkas knock the enemy back a bit on hit, while the full C rekkas make them land right next to Iori with a hard knockdown, setting up a few wakeup options.
  • Has pretty decent priority, so it can also be used as a poke in neutral.

Dark Thrust: dp+A/C

  • Iori creates some flames and jumps into the air with a spin. Iori's DP.
  • A version has startup invincibility, but none on the active frames.
  • C version has invincibility on startup and on the first active frames, so it can be used as a reversal.
  • Both versions work well for anti-airing. The A version is faster, so it's better to use on reaction, while the C version has more invincibility and longer reach, so it's better to use against obvious jumps.
  • Both versions are punishable on block.

Scum Gale: hcb,f+A/C (close)

  • Iori grabs hold of the opponent and shoves them behind him.
  • A command grab that lets Iori follow up with a combo afterwards.
  • Has some startup invincibility, but not all the way to the active frames.
  • Good for mixups, as it lets him do a full combo afterwards that leads to another mixup.
  • Has longer startup than most command grabs while also not being fully invincible, but despite this it's still good.

Dark Crescent Slice: hcb+B/D

  • Iori runs forwards and hits the opponent. If successful, he takes them to the ground and blows them up with flames.
  • B version runs a shorter distance than the D version.
  • Has low invincibility during the run.
  • Will combo from heavies, but only at close range.
  • Can be used as a decent longer-range punish.
  • Unsafe on block.

Slash Talon Comb: dp+B/D

  • Iori does a leap forwards and hits with his flames.
  • B version travels a shorter distance than the D version.
  • Can be cancelled into his qcb+P on contact.
  • Unsafe on block, and since his qcb+P is also not safe on block there's no real way to reduce risk.
  • Can go over some lows.
  • Has a little bit of startup invincibility.
  • Overall not very useful, as it's unsafe and only really beats lows.

Desperation Moves

Maiden Masher: qcf,hcb+A/C

  • Iori crouches low and dashes forwards, doing a ranbu on hit.
  • Has some low-profile startup frames, so it can go under some airborne projectiles.
  • Can be combo-ed into from lights and heavies.
  • Causes soft knockdown.
  • MAX version does more damage but is much slower.

One For The Road Blast: qcb,hcf+A/C (can be held)

  • Iori sends out a big blast of flames.
  • The A version only reaches a bit in front of Iori, while the C version travels a bit more than halfscreen.
  • On hit, the opponent gets frozen in place and Iori gets a followup combo.
  • This move hitting is one of the few ways you can actually combo into qcf,hcb+AC.
  • The projectile's size is only as big as his qcf+P, so it can be jumped over and even hopped over with good timing.
  • The MAX version creates a series of pillars that go from Iori to the other end of the screen. These pillars reach all the way to the top of the screen.

Combos

General Notes

Meterless

Low

cr.B, cr.A, f+A, qcb+Cx3

Mid/Jump-In

(j.X), cl.C, f+A, qcb+Cx3
Iori's BnB punish and jump-in combo.

Other

hcb,f+P, st.C, qcb+Cx3
hcb,f+P, cl.C, f+A, qcb+Cx3
Requires a run before the cl.C.

With Meter

Low

cr.B, cr.A, f+A, qcf,hcb+P

Mid/Jump-In

(j.X), cl.C, f+A, qcf,hcb+P
(j.B), cr.C, f+A, qcf,hcb+AC

Other

hcb,f+P, st.C, qcf,hcb+P
hcb,f+P, cl.C, f+A, qcf,hcb+P
Requires a run before the cl.C.

With Quick MAX

Corner

cr.B, cr.A, f+A, qcb+Cx2, ABC, qcf,hcb+P
(j.X), cl.C, f+A, qcb+Cx2, ABC, qcf,hcb+P

Strategy & Tips

Videos

King of Fighters 98 UM FE: Iori Guide by Mash It Out

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro