The King of Fighters '98: Ultimate Match/Orochi Iori
Tsuki no Yoru Orochi no Chi ni Kurufu Iori is a boss (that is, broken) version of Iori.
You’d more or less fight with him like normal Iori (minus the Tsuma Kushi), but he is much faster in practically every way (though, this does make his jumps worse off). Obviously banned tier material, although he is pretty tough to handle.
At a glance
|Saka Hagi||(throw) f/b + C|
|Saka Saka Hagi||(throw) f/b + D|
|Geshiki: Yume Biki||f + A, A|
|Geshiki: Gōfu – In – “Shini Gami”||f + B|
|Geshiki: Yuri Ori||(air) b + B|
|108-Shiki: Yami Barai||qcf + P|
|100-Shiki: Oni Yaki||dp + P|
|127-Shiki: Aoi Bana||qcb + P, qcb + P, qcb + P|
|212-Shiki: Koto Tsuki – In||hcb + K|
|Kuzu Kaze||(throw) hcb f + P|
|Super special moves|
|Kin 1211-Shiki: Ya Wotome||qcf hcb + P|
|Ura 108-Shiki: Ya Sakazuki||qcb hcf + P|
A lot of Iori’s ground normals are kind of half-baked, but among them are proffered some with outstanding performance. In contrast, he has many strong jump attacks.
- cl.C – quick to get out; cancelable.
- cl.B – low-level hitbox; cancelable into command and special moves.
- st.C – longish reach and cancelable, making it extremely suitable for countering.
- cr.D – aims high, has long reach; however, it leaves you pretty open and it isn’t cancelable.
- j.C – has quite the downward hitbox; it makes quite the powerful attack for jumping in if used from a hop.
- j.A – quick to get out; suitable for jumping in.
- j.D – the hitbox goes from diagonally upward to horizontal, making it powerful in air-to-air.
- Geshiki: Yume Biki
- f + A, A
- Iori claws at the opponent (same animation as st.C) for the first step and follows with a backfist for the second. Both steps are cancelable, and what’s more, the input is buffered, so you don’t have to (i.e. shouldn’t) delay like most command moves. The first step is extremely fast compared to normal Iori, which makes this tough to use.
- Geshiki: Gōfu – In – “Shinigami”
- f + B
- A two-step ax kick; both steps are overheads. It is quite slow to get out, so its main fault is that it’s easy to see coming. It doesn’t even combo from strong attacks, but it is cancelable if cancelled into.
- Geshiki: Yuri Ori
- b + B
- Oddball backwards kick intended strictly for crossup. Because Orochi Iori’s jump trajectory is so very short, there are opponents he can’t even jump over, so the use of this is quite restricted.
- 100-Shiki: Oni Yaki
- dp + P
- An anti-air move. Only the strong version has invincibility frames. The strong version can be used for interruption and anti-air; the weak version is difficult to counter if you make the very tip touch, so it’s not like you can’t use them for zoning or jump checking. A midair hit with the strong version can now do two, or even the full three hits if you catch it right.
- 127-Shiki: Aoi Bana
- qcb + P, qcb + P, qcb + P
- A tripartite rushing move with invincibility at its startup. It is pivotal for comboing, and its ease of use as an interrupting move is also good. The recovery time for stopping at the second hit is extremely long, but the weak version takes a little less time. The strong version has long reach and combos even from weak moves, so it’s probably best to use just that along with hit confirmation.
- 108-Shiki: Yami Barai
- qcf + P
- A projectile that skims the ground. Leaves you more open compared to the other guys with this move; while it cannot be said to be easy to use, it is not difficult to use by any means.
- Kuzu Kaze
- hcb f + P at throwing distance
- A one-frame proximity unblockable throw. The grabbing range is not wide. It does no damage, but it is possible to link after the move. If you walk a little, cl.C easily combos. It has no whiff animation, so when it can’t grab, another move will be used. If Koto Tsuki comes out, it’ll be fine, but it can misfire as Oni Yaki during a walk or a dash, which would be a problem.
- 212-Shiki: Koto Tsuki – In
- hcb + K
- A high-damage rushing move (with the appearance of a moving throw). It can be countered by moves with long reach if blocked. It’s basically for use in combos, but Yami Barai is easier to use; in other words, this move isn’t used very often.
Super special moves
- Kin 1211-Shiki: Ya Wotome
- qcf hcb + P
- A locking ranbu super. It has full-body invincibility at startup. Its height is low and its hitbox has good priority, so it is powerful in anti-air and interruption. Unlike normal Iori, the MAX version is also quick to get out.
- Ura 108-Shiki: Ya Sakazuki
- qcb hcf + P
- A projectile that’s slow to get out.
- The normal version skims the ground and ends with a pillar of fire with a big splash at the bottom. The MAX version puts up several thinner columns, spouting up in rapid succession.
- When the move hits, the opponent is frozen in place, and takes gradual damage; if you do nothing to them, they will eventually be blown back and regain mobility. During this stun, you basically get a free combo, but if you froze them in midair, you may be unable to juggle.
- It is easy to misfire Kuzu Kaze as this move instead; caution must be exercised when attempting it.
- Compared to normal Iori, the damage during the freezing is big, so this is powerful on its own.
- crossup Yuri Ori > cr.B >> cl.B >> Yume Biki (1 hit) >> strong Aoi Bana or Ya Wotome
- Basic combo. For the weak move portion, cl.C is also fine. The main thing to practice here is the connection after Yume Biki.
- j.A > cl.C >> Kuzu Kaze > cl.C >> Yume Biki (1 hit) >> whatever special move
- This is an example. If you use Kuzu Kaze, the combo variations multiply. If the post-Kuzu Kaze is too hard for you, a standalone Aoi Bana or Ya Wotome will be fine.
- j.A > cr.B >> cr.A >> strong Aoi Bana
- If the hit-confirming is too hard, a weak Aoi Bana is also fine.
- Kuzu Kaze > Kuzu Kaze ...
- This doesn’t do damage but you can always use it to be a douche. Hey, you’re using a boss character anyway.
At far range, fire off a Yami Barai spontaneously, and approach with a dash or a jump. If the opponent jumps before you arrive, drop them with Oni Yaki or j.D.
At mid-range, use hh.C to attack in one stroke. If jump-attacked or blocked, then while threatening with Kuzu Kaze, turtle them up with weak moves from a dash and such. If you are presented with a slight opening, aim for Kuzu Kaze; from there, follow up with a combo for big damage. Also, continuing to press with the simple two options of j.C and cr.B is strong. In that case, they can be made self-conscious about crouching, and depending on the opponent’s character, you can then aim for Yuri Ori as well.
If you have the gauge to spare, fire off the MAX version of Ya Sakazuki; using this as a shield to come in attacking is also strong. In this case, you can’t aim for a throw, so your options become j.C and cr.B, but if your timing is good, they’ll get hit by Ya Sakazuki. Even if the Ya Sakazuki does a midair hit, the damage is high, so you aren’t giving them the option of a safe jump, which is certainly a forte. Also, this can simply tempt them into evading it if you don’t come in to attack, so going to where they’ll end up from evading and throwing or something will also be strong.