Iori Yagami (XII)
- Tiamat
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I'm a bit confused as to which special corresponds to which command. Would someone please clear this up for me?
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Re: Iori Yagami (XII)
SonicTempest pretty got everything down.
f+A,A is the same as before.
dp+P is a diagonal slash anti-air.
qcb+P is a slow upwards slash. Doesn't link from weak attacks unless you do the Iori combo (tm) of low B -> low A -> f+A -> qcb+P.
qcb+K is his forward running dash slash thingy.
hcf+C (yes, it's C only) is his grab, switches sides and tosses opponent high into the air for a juggle, can do bullshit combo i.e. hcf+C -> dp+P -> qcf,hcb+P.
qcf,hcb+P is maiden masher, but seems like the startup invincibility that he had before is now gone.
f+A,A is the same as before.
dp+P is a diagonal slash anti-air.
qcb+P is a slow upwards slash. Doesn't link from weak attacks unless you do the Iori combo (tm) of low B -> low A -> f+A -> qcb+P.
qcb+K is his forward running dash slash thingy.
hcf+C (yes, it's C only) is his grab, switches sides and tosses opponent high into the air for a juggle, can do bullshit combo i.e. hcf+C -> dp+P -> qcf,hcb+P.
qcf,hcb+P is maiden masher, but seems like the startup invincibility that he had before is now gone.
- Tiamat
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Re: Iori Yagami (XII)
crap I can't believe I missed that it was just a few posts back
- Greed Sever
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Re: Iori Yagami (XII)
SRK has some stuff up in their kof forum, including some different names for Iori's moves (which I'm inclined to believe are incorrect) as well as saying that he still has his f-B (stoopid srk) but I was curious because it says the d,df,f,df,d,db,b-A/C move is called "Yawakajou". I know it's basically still the Ya Otome, but can anyone tell me what "Wakajou" means? Or is this just more srk sillyness?
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Re: Iori Yagami (XII)
Wakajou (or most likely, Chijou) seems to be an old Japanese term for "Girls"Greed Sever wrote:SRK has some stuff up in their kof forum, including some different names for Iori's moves (which I'm inclined to believe are incorrect) as well as saying that he still has his f-B (stoopid srk) but I was curious because it says the d,df,f,df,d,db,b-A/C move is called "Yawakajou". I know it's basically still the Ya Otome, but can anyone tell me what "Wakajou" means? Or is this just more srk sillyness?
稚 (Waka/Chi) = Young/immature
Wakajou/Chijou = Girls
Kin (forbidden) 1211 Shiki: Ya Chijou (Eight Girls) ( sounds like a pedo with that move. )
EDIT: I heard in KOF '96 when Goenitz does his Shin Ya Otome, he screams, "Shin Ya Chijou!".
- Tiamat
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Re: Iori Yagami (XII)
Thanks to SonicTempest for translated combo
IORI - 62%
+Kx3 -> jump A (END OF CC MODE) -> jump C -> stand C -> +C -> dash -> CD -> +C -> ,HCB+P
IORI - 62%
+Kx3 -> jump A (END OF CC MODE) -> jump C -> stand C -> +C -> dash -> CD -> +C -> ,HCB+P
- Kane317
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Re: Iori Yagami (XII)
Yes, but only if it's +C into +A and it works anywhere on the screen.Tiamat wrote: +P combos to +P???
- Tiamat
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Re: Iori Yagami (XII)
I suppose +A is a little faster but +B is better if you can get it?
and +A is faster, but is there anything better about the +C version?
thanks for the info =]
and +A is faster, but is there anything better about the +C version?
thanks for the info =]
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Re: Iori Yagami (XII)
Well if you're too far, like if you do d+B, d+A, f+A not from the closest distance and follow up with +C it will miss completely. If you use +A instead the first hit will miss and the second will connect. +C has slower start up, but you can follow up with +A after. If you only do stand C, +C, then both hits will connect and you can do +A.Tiamat wrote:I suppose +A is a little faster but +B is better if you can get it?
and +A is faster, but is there anything better about the +C version?
thanks for the info =]
In the corner things change, you can do stand C -> CD -> +C -> either super or (qcb+A -> down A) or +A
As for the +K, you would only want to use this if you're far away or as a block string. It doesn't knock them down, where as +P does knock down. Well I guess it just depends on your preference, but in a combo that connects and isn't blocked, I'd rather have them knocked down. You can also do stand C -> CD -> +K if you want to push them back far and corner them.
- Kane317
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Re: Iori Yagami (XII)
From CX:
sugarboy :
+Kx3 -> (while jumping) A (END OF CC MODE) -> (while landing from your jump) C -> stand C -> +C -> dash -> CD -> +C -> ,HCB+P
and adding a tactical combo after his +C
+C -> dash -> C+D -cancel it into> +b (wont hit) -> +A -> B -cancel it into> +b (wont hit)
so u can b infront of your opponent just before he lands and pressure him, or if you just want to get as much more damage as u can (without using a DM)
+C -> dash -> C+D -cancel it into> +b (wont hit) -> +A -> +A
i didn't master this combo yet but i guess somehow you might be able to connect a DM after +A or even maybe you can connect a +C instead of +A, the timing has to be perfect.... or i might be talking shit about a DM being connected (in the middle of the screen) after a +P !!!
not to forget that you can connect the DM like this
+C -> dash -> C+D -cancel it into> +b (wont hit) -> DM
- AshCrimson
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Re: Iori Yagami (XII)
So Kane317 and I were playing and found the timing for the stuff he just mentioned above. For the juggles after his +C, you have to dash and immediately hit CD once you start dashing, then cancel to +B. Note that you can do a late cancel or early cancel after the CD, you need to do it as early as possible. Once that +B misses, you do +A immediately then finish off. Alternatively to the +A in that, you can do s. C and if you have them high enough, cancel to +D and you will end up right behind them as they land. Good for mix ups.
Also his combo j. C / D -> s. C -> +C tends this miss a lot of you don't hit them deep enough or you jump attack hits in front of the character (rather than from above. You can increase your chances of getting that +C off by:
1. Jump attack hitting from above the character
2. Use j. A/B
3. Jump attack deeper (obviously)
4. After the jump attack use s. A, f+A instead of s. C (helps to hit confirm)
One thing to note is that it is nearly impossible to combo +C from a normal attack if you hit the back of your opponent =(
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I'd also like to take note of his +K, this move is one of his best to get on the offensive from mid/long distance. Besides the obvious that its fast and goes far there's a lot of benefits. One thing is If you're too far, you can use it to travel. Most importantly is the ability to get counter hits with it and its large hit box.
One of the ways I like to try to get counter hits with this is to do this on a block string:
C -> CD -> late +B
The delayed +B cancel will sometimes make your opponent think they can go on the offensive. If they know this is coming though they can punish you with a lot of things like /super/b+CD
If you can pull off a counter hit against ground with +K, you can do the following:
1. j. C -> C -> CD -> super or corner juggles (hard to connect because of timing of j.C -> C)
2. dash C -> CD -> super or corner juggles
3. j. A -> s. A -> f+A -> +C -> whatevers
If you counter hit against air:
1. super (depends on height of opponent)
2. corner juggles (if opponent in corner)
3. +P
4. dash C -> +B (miss but to move closer for pressure)
5. dash C -> charge CD (for possible guard crush)
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You always see people do either arcadia combos CC combos or just random normal attacks in CC, but here's an alternative one I found from nicovideo a couple days ago, which I got to pull off most of yesterday:
(corner) CC -> +A -> +A, +B -> +A -> CD -> +C -> CD -> +C or +C -> super
If its in the middle of the screen, doing the arcadia one probably better, although the middle part where you do j. A -> j. C can miss some crouching characters or Chin, so you can just skip that step if that's the case and just auto-dash s. C
Also his combo j. C / D -> s. C -> +C tends this miss a lot of you don't hit them deep enough or you jump attack hits in front of the character (rather than from above. You can increase your chances of getting that +C off by:
1. Jump attack hitting from above the character
2. Use j. A/B
3. Jump attack deeper (obviously)
4. After the jump attack use s. A, f+A instead of s. C (helps to hit confirm)
One thing to note is that it is nearly impossible to combo +C from a normal attack if you hit the back of your opponent =(
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I'd also like to take note of his +K, this move is one of his best to get on the offensive from mid/long distance. Besides the obvious that its fast and goes far there's a lot of benefits. One thing is If you're too far, you can use it to travel. Most importantly is the ability to get counter hits with it and its large hit box.
One of the ways I like to try to get counter hits with this is to do this on a block string:
C -> CD -> late +B
The delayed +B cancel will sometimes make your opponent think they can go on the offensive. If they know this is coming though they can punish you with a lot of things like /super/b+CD
If you can pull off a counter hit against ground with +K, you can do the following:
1. j. C -> C -> CD -> super or corner juggles (hard to connect because of timing of j.C -> C)
2. dash C -> CD -> super or corner juggles
3. j. A -> s. A -> f+A -> +C -> whatevers
If you counter hit against air:
1. super (depends on height of opponent)
2. corner juggles (if opponent in corner)
3. +P
4. dash C -> +B (miss but to move closer for pressure)
5. dash C -> charge CD (for possible guard crush)
--------------------------------------------------------------------------
You always see people do either arcadia combos CC combos or just random normal attacks in CC, but here's an alternative one I found from nicovideo a couple days ago, which I got to pull off most of yesterday:
(corner) CC -> +A -> +A, +B -> +A -> CD -> +C -> CD -> +C or +C -> super
If its in the middle of the screen, doing the arcadia one probably better, although the middle part where you do j. A -> j. C can miss some crouching characters or Chin, so you can just skip that step if that's the case and just auto-dash s. C
- Kane317
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Re: Iori Yagami (XII)
My friend, ^ Ash Crimson, also found yesterday that s.C, f+A +C actually combos if you're close enough.
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Re: Iori Yagami (XII)
Maybe this is already common knowledge, i had never thought of it before anyway, but was playing against Tim119 on Saturday and after landing (not blocked though it pushes back too far) cr.B, cr.A, f+A, +B because it leaves u right next to the opponent you can command grab them if they don't do anything. Thought it was quite funny, caught him with it a couple of times.
Can't remember for sure but u must be able to them if they try to press buttons.
Can't remember for sure but u must be able to them if they try to press buttons.
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Re: Iori Yagami (XII)
Yeah +B leaves you close enough, but whenever I try to go for that I get a d+D punish, which sometimes stuffs the +P as well. If I'm that close, I usually try to go for s. C, which does sometimes net me a CC or regular counter-hit. If the +B leaves me too far, then I just do another +B or hop A.KusoGaki wrote:Maybe this is already common knowledge, i had never thought of it before anyway, but was playing against Tim119 on Saturday and after landing (not blocked though it pushes back too far) cr.B, cr.A, f+A, +B because it leaves u right next to the opponent you can command grab them if they don't do anything. Thought it was quite funny, caught him with it a couple of times.
Can't remember for sure but u must be able to them if they try to press buttons.
[edit] After the blocked +B, the opponents I tend to play against wait for a split second to see if I do a +P, and if they see it, they block and do a d+D. If they don't see it, they do any attack which will hit me out of the +C since it has start up time. This seems to be a popular way to play against command grabs or even regular grabs, wait a split second and if nothing happens, poke/attack. This is also what I do against jump attacks on block, wait a split second to see if they continue with a ground hit, if they don't, then s. A or d. B.
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Re: Iori Yagami (XII)
Does anyone Use the 6A, 2nd A? I was doing j.C, C, 6A, 2nd A, DM or 263C. It nets pretty good dmg with the super 38something and I think 4xx on CH.