===================
                                       King of Fighters Iori Guide
                                      ===================
 
 

Contents
--------

1.      Introduction
  1.1     Purpose of this document
  1.2     Changes from '97
2.      Moves
  2.1     Normals
  2.2     Command attacks & throws
  2.3     Specials
  2.4     DMs
3.      Gameplay
  3.1     Combos
  3.2     Advanced vs. Extra
  3.3     Strategy
  3.4     Matchups
4.      Closing
 

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1. Introduction
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1.1  Purpose of this document
-----------------------------

To provide a guide for Iori Yagami in KOF '98 so that you can beat your
opponents.
 

1.2  Changes from '97
---------------------

Depending on how you played Iori in '97, you will find that he has either not changed much at all, or changed for the worse.  If you are a scrubby fireball - DP pattern abuser, you will still have some success playing Iori that way in '98.  But if you played him really offensively
and abused the scum gale, you will find him weaker.  This guide mainly concentrates on the second species of players, and offers a way to play Iori that is more effective than simple pattern manipulation.

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2. Moves
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When describing Iori's moves I'll rate each one's usefulness on a scale of one to five "stars,".

2.1  Normals
------------
 

Standing A
----------

This is your normal, run-of-the-mill, interruptable standing A. Both the far and close versions of the standing A are a single light jab to the abdomen.  Quick to come out, but it has poor priority and you
have better options such as the close C or low A.
Usefulness: [*----]
 

Far B
-----
A quick kick to the shins. It is quick to come out and will usually stuff anything that your opponent is attempting.  However, it is not interruptable and thusly not too useful.  For a quick poke you would
normally want to stick to the low B; the far B is normally done when you were aiming for a close B but didn't get the range right.
Usefulness: [*----]
 

Close B
-------
A funny looking kick to the foot.  This kick _hits low_ and is interruptable.  It is also fast to come out and will catch some people napping.  Follow up with a fw+A which can then be interrupted
into many other things.
Usefulness: [***--]

Far C
-----
A downwards claw swipe.  Has okay priority and is interruptable, normally cancelled into a fireball or deadly flowers.  Unlike in '97, however, the whole of the deadly flowers may not connect if the
C is done from maximum range. It has a small delay at startup.
Usefulness: [****-]

Close C
-------
An upwards punch (or maybe a claw swipe, I couldn't see clearly). Interruptable and instant, and great air defense.  Has a tendency to whiff on crouchers, however.  This is your main combo starter.
Usefulness: [*****]

Far D
-----
A roundhouse kick to the stomach.  Has super priority and deceptively long range.  It will hit many jumpers and most ground attacks.  It is also good to stuff rolls with because it is quite meaty.  Anytime you are in 2-3 character widths you can stick this out safely.
Usefulness: [*****]

Close D
-------
A really high high kick.  Great priority against jumpers, but the close C is preferred because you can cancel it into a fireball for more block damage (they will get hit by the close C and then land on
the fireball).  You can use this if you are not sure about the range of the close C and can't be bothered to input the motion for the Oniyaki.
Usefulness: [***--]

Stand CD
--------
A shoulder charge.  This is cancellable.  It has very high priority (doesn't Iori have high priority for everything?  ^_^) and you can follow it up with a qcf+C for a good zoning tactic and to gain the
initiative.
Usefulness: [****-]

Low A
-----
A punch.  Linkable from the low B and interruptable, you should be following your low Bs up with this without thinking.  Has a surprisingly long range for a low A as well.
Usefulness: [***--]

Low B
-----
A great poking move with a long range, this can be linked into a low A for instant combo damage from a single low kick!  But wait, there's more!  It will stuff or at least trade with most other low
Bs, and you get a FREE set of six steak knives! You don't actually get six steak knives, but it's still a great move.
Usefulness: [*****]

Low C
-----
An upwards claw swipe.  Also interruptable, but I don't see any reason not to do a standing C, unless you have joystick control problems and are afraid of overlap with some moves.
Usefulness: [**---]

Low D
-----
A two-legged kick.  Comes out really quickly and has such great priority that it will even hit many DMs, this nevertheless has a big disadvantage when against people such as Chris or Iori: it has a long recovery.  It is tempting to overuse this move because of its long range and priority,
but it is a bad habit which you should try to cure yourself of.
Usefulness: [**---]
 

Jumping A
---------
A punch.  Don't use this much.
Usefulness: [*----]

Jumping B
---------
A kick.  Sometimes you will get this if you are trying for a crossup but you got the range wrong.  You can still do a close standing B afterwards if you hit with this, though.
Usefulness: [*----]

Jumping C
---------
A downwards punch.  This was more useful in '97 when it was hard to follow up a jump D with a combo.  In '98, however, there is not much need for this anymore.
Usefulness: [**---]

Jumping D
---------
THE kick.  A roundhouse kick of godlike priority.  Feel free to hop D whenever you are bored.  Will trade with many anti-air or even hit cleanly. Also, it is much easier to follow up with a combo because the hit stun has been increased.  Air to air or air to ground, it is equally effective and
has no weaknesses.
Usefulness: [*****]

Jumping CD
----------
Some nerve strike or something, never really looked closely.  It's not that useful.
Usefulness: [*----]
 

2.2  Command Attacks and Throws
-------------------------------
 

Thunder Axe Negative 'Death God' (Fwd + B)
---------------------------------------------------------
A very slow overhead.  This will not combo off of anything, and does not do much damage either.  You can use it occasionally as an insult or to mess with people's minds.Sometimes it just appears when you are trying to do a close B, fw+A.
Usefulness: [*----]
 

Lily Break (Back + B in air)
-----------------------------
The longest range crossup in any game, anywhere.  Has superior priority and causes extremely long hit stun.  Normally when you going for the crossup, you should jump over your opponent, hold the joystick _forward_, and then press B.  The reason for this is that since you are already on the opposite side of your opponent, the joystick motion is interpreted as forward instead.  Sound confusing?  Don't worry, just do it that way.
Usefulness: [****-]

Dream Bullet (Fwd + A, A)
-------------------------
Iori swipes exactly like his far C, and then does a second punch.  The first swipe has similar properties to the far C and can be chained into and cancelled - for example a close B, fwd + A, qcf+C.  The second punch is not really that useful; only use it after a crossup, close B, fw + A.
Mainly used in combo attempts.
Usefulness: [****-]

Reverse Rip (Fwd/Back + C [close])
----------------------------------
A normal throw.  Nothing special about it.
 

Reversed Reverse Rip (Fwd/Back + D [close])
-------------------------------------------
A normal D button throw which reverses direction.  Again, nothing special.
 

2.3  Specials
-------------
 

Yami Barai (QCF + P)
--------------------
Iori's fireball which travels along the ground.  The C version has been sped up slightly since '97.  Recovery on this move is okay, but don't get too predictable with it or only do it from maximum range.
Usefulness: [***--]

Oni Yaki (DP + P)
-----------------
Iori's uppercut.  Never use the C version; why would you want to?  The A version of the uppercut now always knocks down, it has autoguard, tremendous priority, and many characters cannot retaliate even if it is blocked.  Has decent recovery as well, so you can always do one of these
if you anticipate a hop without placing yourself in too much danger.
Usefulness: [*****]

Aoi Hana (QCB + P, x3)
----------------------
The famous Iori sliding punches.  Still deals great damage.  However as mentioned above all of it may not combo from a far C, so reserve it for after a DP+K or close C, fw+A.  The C version has longer range but is slower to recover.  If your first hit gets blocked, usually you should
not perform the 2nd and 3rd hits, and you should be safe from retaliation. A note about the A version of this move:  it can be used as a good poking device.  It has incredible speed and can hit your opponent out of many heavy punches or kicks.  Since you cannot be punished after the first
sliding punch, you can do lots of QCB+P (1st hit) in a row.
Usefulness: [*****]

Koto Moon Negative (HCB + K)
----------------------------
Not really useful.  Doesn't have great priority, and the sliding punches do more damage in combos.
Usefulness: [*----]

Scum Gale (HCB, F + P)
----------------------
A command throw which can be followed up with a dash, close C, fw+A.  This move now only comboes off of a close B or close/low A.  Also this move is not instant coming out, and has inferior priority (_one_ invincible frame only.)  It also has poor range. Probably the only time you will use this is a tick throw from low B, if your opponent is being extremely turtlish.

Usefulness: [**---]

Nail Gale (DP + K)
------------------
The D version goes farther than the B version.  Iori moves back a bit before performing this move, and this can be used to escape many attacks. A sliding punches can be comboed after this move whether blocked or hit, and I would advice always doing a qcf+A after this move.  Has good
priority.  One great trick is to do a CD, then a DP+K.  Many people will CD counter your CD, and they will miss and you will hit with the nail gale instead!
Usefulness: [***--]
 

2.4  DMs
--------

Eight Maidens (QCF, HCB + P)
--------------------------------
DM:  Iori runs up to his opponent, and claws and punches them a bit. Then he hits them and they catch fire. SDM: Iori looks a bit crazy, and runs up to his opponent.  Then he claws them to the ground and claws them a bit more.  Then he like punches them a bit.  He looks really cute during this move. The SDM version only does very slightly more than the DM version. This move has godlike priority and will hit cleanly 95% of jump ins, normals, and most other DMs.  It will go under high fireballs like Kensou's or Athena's.  It is very fast.  The lag if it is blocked has been reduced, but you can still be easily punished if your opponent is awake.  It will combo off of any cancellable hit.The SDM version also has a slight pause at the beginning which means it may not combo in as many situations, which is another reason to stick with the DM.  Also, this move has lost its sucking ability against jumpers it had in '97, so you will have to time it a tiny bit more accurately now.
Usefulness: [*****]

Eight Wine Goblets (QCB, HCF+P)
-------------------------------

A big fireball.  The only use of this DM is to punish you for spazzing on the joystick.  Some people say that you can do this DM after a CD attack that is a counter.  But realistically, how many times will that happen?  And will you be alert enough to realise it AND input the motion knowing full well that you will probably miss and waste a DM?
Usefulness: [*----]
 

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3. Gameplay
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3.1  Combos
-----------

More suggestions are welcome.
 

Jumping combos
--------------

Jump D, C, fwd + A, QCB + P x3        - your standard combo.

Jump D, C, fwd + A, QCF + P           - if your combo gets blocked.

Jump D, C, fwd + A, DP+K, QCB + P x3  - if you aim for a guard crush.

Jump D, C, QCF + P                    - if you are not in close C range.

Jump bk+B, B, fwd + A, QCB + P x3     - to be safe, don't do the
                                        second A on the fwd + A, A.

Jump bk+B, B, fwd + A, A, QCF, HCB +P - if you see your bk + B hit.

These are pretty much the only jump combos you need.  The first two are the most useful and you should be in the habit of tapping out D, C, A whenever you jump in.

Ground combos
-------------

Close C, fwd + A, QCB + P x3          - your standard combo.

Close C, fwd + A, QCF, HCB + P        - your standard DM combo.

Low B, low A, QCB + P x3              - some people like to do an extra
fw + A after the low A.  I'm so unskilled sometimes I can't even get the low A to link.

Far C, QCF + C                        - a zoning maneuver.

CD, DP + K, QCB + P x3                - useful against people who CD
                                        CD counter all the time.

Skill combos
------------

AKA 'combos you wouldn't perform in a real match unless you played 8 hours of KOF every day.'

Jump bk+B, B, HCB, F+P, A, HCB, F+P, dash, C, fwd + A, QCF, HCB + P
(opponent near corner)

Low B, low A, fwd + A, QCF, HCB + P
I actually saw someone perform this against the computer.

Jump D, close B, HCB, F+P, dash, C, fwd + A, QCF, HCB + P
Ditto.
 

These combos are from 'Soleilmoon':

Jump Bk+B -> A -> C -> Fd+A -> QCB+C (x3) Big opponent

Jump+D -> A -> C -> QCB+C (x3) Big opponent in corner

Jump Bk+B -> A -> C -> QCB+C (x3) Anyone

A maiden masher can be substitued anywhere for the deadly flowers.
 

3.2  Advanced vs. Extra
-----------------------
Choose advanced.  Extra means you have to turtle and use the fireball DP pattern and you won't be able to be aggressive so much.  Iori needs to be aggressive to be played the way he was supposed to be.  Of course you can win matches by turtling and outprioritising with him, but you can pick Goro for that, can't you?

3.3  Strategy
-------------

Iori has a range of moves that means that he is effective at any range, but he prefers to be up close in order to inflict damage. The moves you will use to zone will be the jump D, the standing D, the low B, and the DP to repel jumpers.  When you are in the range that you desire you will be able to use Iori's powerful options to win matches.

Poking with QCB + A
-------------------

This, along with the low B and standing B, is the move that you will use from its maximum range for poking and stuffing anything that they may try to do.  It has really high priority.  Just do the first QCB and then try some of the others; don't overuse this.  It is quite vulnerable to sweeps though.

Mind games after blocked QCB + P
--------------------------------

Do you see what the computer does with its QCB + A?  That's right, it delays a bit before the second and third punches, hoping to trap you into its high priority punches.  You can do the same thing.  Sometimes, after a blocked QCB + A, do another QCB + A (also unpunishable), and your
opponent will not be so quick to counterattack.

Poking with DP + K
------------------
Your opponent just out of standing D range, but not at max screen range for a fireball?  Now, the new and improved Iori Yagami has the DP + B move!  Just do this move out of nowhere and tag on a QCB + A, and you'll be laughing in no time!  Outprioritises most late jump/hops, heavy kicks
or punches, and even stuffs rolls!

Poking with CD -> QCF + P or DP + K
-----------------------------------
Another fun mind game.  If your opponent is getting CD counter happy, do the CD -> DP + B, I'm sure you know what happens by now.  Then, when your opponent is not in such a CD countering mood, do a few CD -> QCF + C.  And follow _that_ up with either a standing D or DP + B.  The great thing about Iori is that you once you've decided on zoning maneuver, there isn't much your opponent can do to prevent you.

Zoning with QCF + P
-------------------
Basically, uh, when you're at max range, do a fireball.  Also the fireball is excellent for stuffing rolls that land in front of you, and also good for giving hoppers something to land on, when you can't be bothered to input the maiden masher command.  Other than that, it's excellent for putting some distance between you and your opponent by doing it from a standing C or CD or fw + A.

Use of the low B
----------------

This is very useful, simply because of the possible followups.

1)  Do a low A, then a QCF + P or QCB + P.  Basically, if it hits, you want to do this.  Even if it doesn't hit you can still do this, because it's risk-free.

2)  Dash, do a scum gale.  This takes skill, but you will be rewarded well if you manage to get it off.  Set it up by doing a few of 3).

3)  Dash, then another low B.  Then do another one of these options, especially 2).

4)  Hop D.  Keep the pressure on and hopefully get a guard crush.

Wake-up
-------
If you think your opponent is going to attack you, do a maiden masher if you have stock, a DP + A if you don't have stock.  If you think he's not going to attack you then do a low B, low A link.

Ground games
------------
You have some limited options:  you can use the Lily Break crossup, you can do a close B - fw + A link, you can do a CD -> DP + K, or a low B, scum gale.

Air defence
-----------
Loads!  Here, in order of effectiveness:

Maiden Masher
Oni Yaki
Close standing C
Close standing D
Standing D
Low D
QCB + A

Start of the match
------------------
You don't need to roll back like everyone else does.  If you see your opponent jumping, you can knock them out of the air.  If they roll back, okay, dash then, you've got the initiative.  If they walk towards you, just stay there and you'll start off the round evenly.  If they roll forward, then do a low B, low A link.  If they dash forward, then like do a hop D and you will usually 'hit' them.
 

3.4  Matchups
-------------

I've only listed the people that I have played against often... I would not be able to offer qualified advice for other characters.

Goro
----
Yuck!  Well if the Goro turtles, do a few fireballs to wake him up. your DM sometimes only trades with his jump D or low D. However, Goro is one of the few characters against whom it is safe to
do the low D.  He does not have any long ranged moves to punish you with. Oh, and don't jump.

Apparently Goro's standing B has fairly good priority and can outprioritise ANYTHING except the standing D and low D.  So, um, do more standing Ds and low Ds.

Clark
-----
Clark will 'throw' you and 'poke' you with his low D, D, and jump D. Uhh.... don't let him get close.   Use the stand D a lot more in this matchup.

Kim
---
Kim has gotten a 'priority' in '98.  Just don't throw so many fireballs and you should be okay.

Chang
-----
Not sure... but if you manage to get past his jump C you should have no problem.  Maybe anticipate a jump and DM him.

Iori
----
You should know what to do by now.  Watch for those amusing QCB + A exchanges.  It is even more important in this match to get the initiative and keep attacking.

Athena
------
Weird... there's suddenly lots of Athena players.  Well you can DM through her fireball.  Just don't jump against her or you'll eat a DM.

Shermie
-------
Shermie will try to 'throw' you.  Don't let her 'throw' you.  Also watch out for her QCB + P move. You should be using the DP + K poke more in this matchup.

O. Yashiro
----------
Jump earlier than he does and you should be able to hit him out of his hop D.  Keep hopping vertically a lot with your jump D you should watch out for his scum spider.

'95 Ryo
--------
DM him whenever he does a ground fireball.  Roll through his air fireball and combo.  You can match his DP with your own DP.

Uh.. but apparently you'll lose if you match DP with DP.  Oh well, can't have everything.
 

Closing
--------

That's about it for the Leona guide. I hope you enjoyed reading and/or got something useful out of it. Please feel free to send any comments,corrections, additions, typo disocveries, whatever, to me.

 I wish to express all my thanks to:
 

You, the reader
Simple, just to thank all of you for reading my FAQ and having confidence in me.

Yours sincerely,
       Ally

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