Iori Yagami (KoF '02 UM)

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Introduction

The daughter of the owner of the Yagami group, one of the associates of the 765 Production President. Although she is quite polite and refined on stage and in public, when with the Producer and other girls she has a very sharp tongue and is quick to berate other people's intelligence (especially the Producer's).

As a result of having two older brothers, Iori has grown up with a deep complex of hating to lose, and thus rarely shows any weaknesses. Iori hates being overshadowed by her father and brother. She does, however, have a much softer side that she shows from time to time, making her personality that of a perfect tsundéré character. The stuffed rabbit that she carries around with her constantly is named "Usa-chan", which has been with her since she was little, especially because she is frequently left alone in the house.

Iori is shown to be close to Yayoi, she once invited her to sleep over at her house. Iori once said that Yayoi's house is as big as her (Iori)'s dog's house.

Move list

At a glance:

Normal Throws
Sakahagi (throw) f./b. + C
Saka Sakahagi (throw) f./b. + D
Command Moves
Ge Shiki Yumebiki f. + A, A
Ge Shiki Goufu In "Shinigami" f. + B
Ge Shiki Yuri Ori (air) b. + B
Special Moves
100-Shiki Oniyaki dp + P
108-Shiki Yami Barai qcf + P
127-Shiki Aoi Hana (up to 3 times) qcb + P
212-Shiki Koto Tsuki In hcb + K
Scum Gale (throw) hcb, f. + P
Desperation Moves
Kin 1211-Shiki Yaotome qcf hcb + P
┗ Ura 316-Shiki Saika (at the end of Yaotome) qcf x4 + PP
Ura 311-Oritsume Kushi qcf x2 + K
Max Desperation Moves
Kin 1211-Shiki Yaotome qcf hcb + PP
Max 2
Ura 1219-Shiki Honoo Hotogi hcb hcb + KK
Image Songs Personal Songs
"Here we go!!" "Here we go!!"
"Futari no Kioku" "Futari no Kioku"
"Rizora" "Watashi wa Idol♥" (Shared with Haruka)
"DIAMOND"

Normal Moves

Close Standing Normals

  • Close A
cl.A – Quick jab from the side. It's one way of establishing pressure from close up without much committal. If Iori meaties with this on the opponent's wake up, it can link into Close C.
  • Close B
cl.B – Weird looking foot slide. Iori kicks by sliding his foot strangely. What's neat is that it chains from Crouch B and a double hit low chain helps break Alternate Guards, discouraging the opponent from trying it too often. Upon hit from point blank, Iori could link a Close C with a 2 frame window to do so. Iori can also combo into Scum Gale from Close as long as he's point blank as well.


  • Close C
cl.C – Fast uppercut. A very fast uppercut that combos into many other attacks. It functions well as a normal throw option select since many opponents do not want to receive a Scum Gale into a devastating combo so they opt to jump, hop, or back dash out. Thanks to Iori's great Close C, the player could do something like an empty hop into normal throw to snag a character on the way out. It has great vertical range that is pretty hard to contest and is safe on block.


  • Close D:
cl.D – Rising kick. Iori brings up his leg high and covers a similar range as his Close C. What makes this different form Close C is that it isn't cancelable and is a bit slower, but has a slightly larger activation range and could catch jumping opponents from minute ranges where Close C won't come out. It's pretty much a more limited Close C that comes out a bit further away from Iori than Close C.


Far Standing Normals

  • Far A
Small jab. It doesn't have much vertical height and is mainly use for pressure situations such as running forward and tipping the opponent with the jab on block then frame trapping afterwards with a run up/walk up Crouch A into Aoi Hana. Doesn't have too much use otherwise but something inside Iori's tool set.


  • Far B
Quick shin kick. Iori's furthest range light attack that is typically used from mid-close ranges after a small block string just to check and keep sure the opponent is still blocking. If Iori uses Close C from point blank, Far B generally should touch the opponent and keep he or she blocking. After a Far B on block, the player may choose to trap with something like Far D to catch anyone trying to get out, with a slow projectile just in case the opponent tries to counter poke (be careful of opponents trying to roll at this moment as well as with the Far D), a hop in, or even a run up/walk up Crouch A or Close C and confirm the hit into a combo or continue pressure. So overall this move is just a small tool to ensure momentum at little repercussion.


  • Far C
Large swipe. Iori's second furthest normal attack. It's not as fast as nor as far reaching like Far D so it doesn't punish as many moves, but this move is cancelable and could combo into Yaotome or Aoi Hana for the knockdown. It also may be used as a frame trap of sorts from close up but it somewhat ends Iori's momentum and canceling into something like a projectile might be too risky due to Guard Cancel Rolls. Most new players use this attack after Scum Gale and combo into a knockdown attack because it's easier than running up and trying to land a Close C.


  • Far D
Sakura's Far Roundhouse. It's a great kick that covers a decent amount of space, is hard to whiff punish, comes out moderately fast, and has many active frames. Better Iori players could punish rolls on reaction with a Close C or Crouch B, Crouch A into a combo; but if that's too difficult for the beginner, using Far D is a handy substitute that helps newer players adjust to punishing rolls on reaction thanks to the large amount of active frames. There are instances where there is the perfect timing and spacing when to roll to make Far D whiff and have the rolling player recover in time to whiff punish Far D, but it's largely advised against trying to do so most of the time. There are some particular characters with certain attacks that help shrink their hurt box during their hop that could curve around Iori's leg and hit him out. Also better players can react to Far D and treat it like a fireball during footsies, bait it out, full jump over it, and punish it during the recovery or force Iori to block. While this move is great, it's mainly use for control ground and hop space and so it should be treated like a short ranged fireball.


Standing Blowback

st.CD – Slow but strong palm strike. This move starts up slow like other CD attacks but isn't quite that bad in terms of speed. This move is a safe pressure tool that takes a decent chunk off the opponent's guard gauge and pushes both players out to a safe distance. Antsy opponents also have the tendency to want to GCCD against this move since it's easy to react to and want to absolutely push Daimon away. Daimon can use this move as a bait and then cancel into other special moves that beat out GCCD. More covered in other sections.


Crouching Normals

  • Crouch(ing) A
cr.A – Small, crouching jab. It's a standard, crouching light punch that one could find in most fighting games. Low committal, doesn't hit low but is a pressure tool to a certain degree. Unlike others of its class, this attack can't be chained into nor out of. Overall it's still a decent pressure tool from up close that can combo into the faster command throws from either canceling into the command throws or even just by simply linking after Crouch A. If it hits meaty while the opponent rises from knockdown, it can also link into Close C.


  • Crouch(ing) B
cr.B – Crouching kick. Slower than many other Crouch B attacks and can't even chain into anything else or even itself. It has little practical use other than being a semi-fast low attack Daimon could do from point blank to interrupt Alternate Guard attempts, but even that is kinda slow to accomplish that at times. Daimon can link his faster command throws from a Crouch B on hit, for what it's worth.


  • Crouch(ing) C
cr.C – Janky-looking head butt. Although it has poor range, this attack has the furthest range out of Daimon's crouching attacks. Still, Crouch C has little purpose since it isn't that fast, can't cancel into anything else, and is out classed by Daimon's standing normals.


  • Crouch(ing) D
cr.D – Sweep. It's pretty short for a sweep but it comes out at a very good speed and has good amounts of push back on block. This attack is more preferred to use over Crouch B in terms of frame trapping and breaking opponents' alternate guards. This move is also pretty neat because it is also cancelable, so it's another move to use to bait out GCCD.


Jumping Normals

  • Jump(ing) A
j.A – Jumping punch. It's an infrequently used air-to-air attack. Other than Jump CD, this is Daimon's only other air-to-air normal that reaches his upper torso area. As a jump-in, there are much better alternatives. Jump A should be used in situations where Daimon needs to air-to-air and Jump CD is too slow to come out. A good Daimon should be able to keep a strong ground game anyways and anti-air from the ground instead of trying to contest the opponent in the air from difficult angles.


  • Jump(ing) B
j.B – Downward knee attack. Another standard jumping knee attack. It has a pretty good cross-up hit box that tags medium height crouching hit boxes such as Kyo. It has a good amount of active frames so a player could easily do this early from a hop, have enough active frames to come down on a crouching opponent, then still be able to combo into a Crouch A, Close C, or Close D. Although the active frames are pretty decent and has a moderately low, vertical hit box, Daimon has another jumping normal that functions better as a jumpinin.


  • Jump(ing) C
j.C – Double elbow. Somehow Daimon is able to pivot his body in mid-air in one direction to attack with both of his elbows and then pivot back in the opposite direction. This functions more like a normal jump-in compared to his other normals but isn't really that outstanding of a choice to use to jump-in. Still it serves more particular purposes that still needs more research behind the science of the pivot.


  • Jump(ing) D
j.D – Jumping Kick. One of the more terrifying jumping normals in KOF in general. It's pretty quick and covers both a decent horizontal range and downward vertical range. As a heavy normal it takes off a chunk really well. What's also scary about this attack is that it can instant overhead medium height crouching characters, and as a jump-in it induces enough block stun for Daimon to run in close and try to command throw or trap with sweeps to break an alternate guard. Other than Daimon being a difficult wall to get past by, Jump D also makes Daimon into a living Judo, Kuzushi Blender. With it's more downward angle however, one could try to preempt this move by trying to air-to-air it from the blank spots towards the upper sides of Daimon, but a bad read would result in a damaging anti-air by Daimon.


  • Jump(ing) Blowback
j.CD – Aerial palm strike. Daimon's main air-to-air although it can function as an air-to-ground to induce large amounts of block stun to allow Daimon to get close. This Jump CD is special in that it actually causes hard knockdown upon hit unlike other Jump CD attacks. Upon counter hit, it will cause counterwire that allows Daimon to either do another j.CD to get hard knockdown or combo into Kumo Tsukami Nage or a hit reset by a normal.

Normal Throws

  • Juuji Shime - (throw) f./b. + C
Daimon tries to choke the opponent by using the opponent's invisible Judo gi lapel. Every character in the game wears an invisible Judo gi just so Daimon could choke them to the point blood spills out. This is a hard knockdown throw that leaves the opponent facing forward.


  • Okuri Kyaku Harai - (throw) f./b. + D
Daimon does a simple Judo leg sweep and forces the kuzushi and trip rather than normally trying to unbalance the opponent. The opponent is left back turned but could recovery roll and correct positions on wake up.

Command Normals

  • Zujo Barai – df. + C
A very infamous anti-air. It used to be stronger in other games by being cancelable but this move still functions as one of the fastest and most consistent, vertical anti-air attacks in the game. It's recovers moderately quickly so it's a bit more difficult for a newer player to punish on whiff. Still, this attack is susceptible to further ranged sweeps so be cautious with it. The rule of thumb is that is the opponent jumped or hopped and is in range of Zujo Barai, the opponent will cleanly close to this attack, no matter what they may try to do.

Special Moves

  • Jiraishin
  • dp + P
  • The pound that was heard around the world. It's a strange attack as hits standing opponents, opponents in the middle of a standing attack, walking/running opponents, rolling opponents, and in other situations. To avoid being hit by this move, the opponent has to remain in a crouching state by just simply crouching, doing a crouching attack, or be airborne during the time of the pound. Due to a strange glitch, there are instances where the pound even becomes a guaranteed unblockable even as the opponent recovery rolls. Although there are very minute and specific unblockable set ups from Tenchi Gaeshi, the most amount of times one would see it consecutively is during Daimon's Max mode combo where he combos multiple unblockable pounds in a single combo. The pound is done by doing dp+A and the pound feint is done by doing dp+C.

  • Chou Ukemi
  • qcb + K
  • A command roll that differs from just the normal roll. This roll will not pass through an opponent, making sure Daimon doesn't pass to the other side and ensures that Daimon is point blank. After the initial start up of the Chou Ukemi, Daimon can cancel the remaining animation into any other special move or Desperation Moves/MDM/Max 2. Like normal rolls though, there is a recovery period that Daimon could be punished for a full combo so don't use this too much. Don't use this too much as a means of moving forward from canceling from a normal move since a smarter player will just react to the roll and alternate guard from the blocked normal, making Daimon's command throws miss and be punished. Another way of using this move is as a punish against obvious GCCD attempts. Since GCCDs will whiff against a Chou Ukemi, Daimon can use this period to punish the whiffed GCCD with something chunky like a command throw. Although this is one way to beat and punish GCCDs, it isn't the safest way and has more risk for the higher reward. The safer way of countering GCCD is using the Nekko Gaeshi as explained later.

  • Kumo Tsukami Nage
  • hcf + A
  • An anti-air throw that works some of the time. Using this tool as an anti-air is advised against due to the fact that is has a long amount of recovery and is very susceptible to punishes. This move comes out moderately fast but no where near as fast as his other anti-air normals and not as safely either. Most players do this move as an anti-air when they're feeling themselves and could simply read an opponent's options. Otherwise, this move is mainly used to combo from an anti-air Zujo Barai that has be Attack Roll Canceled out of. Note that the latter would only combo if the opponent is near the apex of the pop up from Zujo Barai and any later would result in a whiffed Kumo Tsukami Nage.

  • Kirikabu Gaeshi
  • hcf + C
  • This is a grab that actually isn't a grab at all. It could be blocked and would fit in more along the lines of hit-throw types of attacks. This combos from heavy normals although it tosses the opponent behind Daimon, for better or worse depending on the screen position. This hit-throw also functions as an OTG attack and could pick the opponents off the floor from hard knockdowns or when the opponent just simply doesn't recovery roll. So, Daimon could combo this from a successful Jump CD or even from a sweep that the opponent didn't recovery roll from. Another application of this move is that of a semi-delayed frame. This works from playing footsies with Far B and then canceling one of the Far B attacks into Kirikabu Gaeshi when the player knows the opponent is being too antsy and is trying to mash buttons between Far B pokes. Otherwise, try not to use this move from up close too much since the recovery is considerable on block and could be punished.

  • Tenchi Gaeshi
  • hcb, f. + P
  • A standard, fast, long ranged command throw. This is the main command throw to use in combos, to punish unsafe moves that would other wise be difficult to punish, and to use during the neutral game/footsies at the optimal range while catching opponents off guard. Not much to say about this move other than the usual, such as Tenchi Gaeshi being unsafe upon whiff and the like. What is important to note that depending on match up and the particular set up, Daimon could set up and unblockable Jinraishin after a Tenchi Gaeshi. Particular set ups need to be further researched and recorded.

  • Chou Oosotogari
  • dp + K
  • A delayed command throw with considerable invulnerability. It is somewhat preferred on the opponent's wake up since the invulnerability to plow through most grounded reversals and still catch the opponent regardless of timing. There is natural throw invulnerability on wake up and timing a 1-2 frame command throw with little active frames to not over lap the throw invulnerability window and still catch the opponent is difficult. So that's why these slightly slower, delayed command throws exist. In return, this command throw lacks the range that Daimon's other command throws have. Although Chou Oosotogari has a good amount of invulnerability, it is not enough to beat out or phase through a GCCD.

  • Nekko Gaeshi
  • qcf + K
  • A counter move that catches pretty much most grounded attacks except for low hitting moves. The main way that players use this move is by canceling many different normals into it since the recovery isn't that bad and leaves Daimon relatively safe. The reason why Daimon players cancel into this move is to punish any unwarranted GCCD attacks. So an opponent that can't take the Daimon Buttons anymore and wants to GCCD against a Far B, a Close C, a sweep, or a Stand CD will not only just eat a counter and some damage, but also wastes a whole stock while doing it. A good Daimon player should not overzealously use this counter but to use it sparingly when the opponent becomes impatient and doesn't expect it.

  • Ura Nage
  • hcb, f. + K
  • Daimon's long forgotten throw because it isn't really that good. Compared to other running throw attacks in this game that immediately throws upon frontal contact, this throw only activates and catches the opponent once Daimon has completely run around the opponent. Because of this, this move has very little application, usage, and purpose since it loses out way too often for what it's worth. Almost a completely worthless move. What is something to note is that if you do this attack while pressing all four attack buttons (ABCD) instead of simply a kick button, Daimon will run only half the distance that he would normally run, which is about full screen. The best time to use this move is just for the kill and the player knows that Ura Nage is guaranteed, just to rub it in.

Desperation Moves

  • Jigoku Gokuraku Otoshi
  • hcb hcb + P
  • The standard command throw super with good range, speed, and damage. As with others of its kind, it has a slow recovery and recovers about as fast as a whiffed Tenchi Gaeshi. It comes from the same instances as Tenchi Gaeshi does and effectively just makes it a stronger version of Tenchi Gaeshi. Not much to write about this one because it is simple and straight forward.

  • Nekko Nuki
  • hcf hcf + K
  • A delayed, catch-throw move that will throw the opponent as long as the opponent is grounded in front of Daimon. Daimon would armor through and take the hits and damage from the opponent, but will throw as long as the opponent lands in front. For a Desperation Move this move has great, fast recovery. It's fast enough to punish someone that reacts to Nekko Nuki and neutrally full jumps with an anti-air, even Kumo Tsukami Nage. This is just the first of a three part Desperation Move that requires additional inputs. The player could simply end after the first part of Nekko Nuki and follow up the hard knockdown with a normal Kirikabu Gaeshi, but there is very little reason to that since there are better damage options by continuing the series.
  • Zoku Kirikabu Gaeshi
  • (during Nekko Nuki) hcf + K
  • The follow up to Nekko Nuki. Although it does a super flash, it doesn't not require any more stocks to use to feel free to use it after a successful Nekko Nuki. After the Zoku Kirikabu Gaeshi, the player could choose to finish with a normal Kirikabu Gaeshi or go with the third part of the Desperation Move and end with Bukko Nuki Uranage. Both finishers of the combo do about the same damage, so it's up to the player what to finish it with.
  • Bukko Nuki Uranage
  • (during Zoku Kirikabu Gaeshi) dp + K
  • The finisher of the three part Desperation Move. Not much to say about it other than it uses a similar animation as the Ura Nage except it causes a small explosion.

Max Desperation Moves

  • Jigoku Gokuraku Otoshi
  • hcb hcb + P
  • A more damaging version of the normal Jigoku Gokuraku Otoshi with more Bam Bam slams and a Jiraishin at the end. On its own, it does about 45% damage towards the opponent's full life bar.

  • Nekko Nuki
  • hcf hcf + KK
  • Max Desperation Move version of Nekko Nuki. It has the same properties. The reason to use the MDM version of this series is for the ender.
  • Zoku Kirikabu Gaeshi
  • (during Nekko Nuki) hcf + K
  • Same as the Desperation Move version of the attack. Be sure to use the Zuko Tenchi Gaeshi finisher and not another Kirikabu Gaeshi.
  • Zoku Tenchi Gaeshi
  • (during Zoku Kirikabu Gaeshi) dp + K
  • The finisher of the three part Desperation Move that does way more damage than any other ender to this series. The first two parts do an estimated 20% damage to the opponent's complete life bar. Just doing the Zoku Tenchi Gaeshi takes away 50% of the opponent's total life bar, making the MDM Version of the Nekko Nuki series do a whopping 70% damage to the full life bar. A really great way to make someone feel like trash.

Max 2

  • Hourinkazan
  • hcb hcb + KK
  • A faster version of Jinraishin. Upon success, it leads into a full damaging combo that ends with a small eruption from the ground, as implied with the Max 2's name "Kazan." So this move is just a fast Jiraishin that would take away about 45% of the opponent's entire health bar away from anywhere on screen. This move is a good surprise way to end rounds if the opponent isn't thinking about it and tries to throw a high recovery move across the screen such as a projectile or something of the sort.

Combos

Essentials

  • cl.C/D xx hcb,f.+P/hcbhcb+P
  • Basic combo to punish the opponent.
  • cl.C/D xx qcb+K xx dp+K/hcb,f.+P/hcbhcb+P
  • An alternative and maybe more slightly difficult way comboing the opponent.
  • cr.A/B > hcb,f.+P/hcbhcb+P
  • A reminder that the faster command throws link from light attacks.
  • (deep, anti-air) df.C > ARC (Attack Roll Cancel) > hcf+A
  • A way to extend the damage from an anti-air Zujo Barai at the cost of one stock.
  • cl.A, cl.A xx hcb,f.+P/hcbhcb+P
  • One of Daimon's only hit confirms in the game, but the cl.A's whiff on low height crouching characters and greatly limiting this combo's relevancy.
  • (meaty) cr.A, cl.C xx whatever
  • Reminder that cr.A can link into cl.C as long cr.A is meaty.

The Basics

Throw them.

Advanced Strategy

Press Far B and Far D a lot.

Match-Ups