2k2 UM - Iori

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2k2 UM - Iori

Post by PenPen » Sat Nov 06, 2010 17:44

KYOOOOOOOOOOOOOOOOOOOOOO

= Command Moves =
fwd .A, .A : Geshiki: Yumebiki
- Only cancellable into supers outside of Max mode for first hit, second hit can cancel into anything
- Not an overhead (both hits)
- Links from weak attacks

fwd .B: Geshiki: Goufu In "Shinigame"
- Overhead if done by itself
- Cannot connect from anything
- Can be cancelled if connected into

Air bk .B : Geshiki: Yuri Ori
- Used on crossover jumps
- Do this while doing a backdash ( bk bk ) for extended fallback range

= Special Moves =
qcf .P : 108 Shiki: Yami Barai
- Ground fireball

QCB .P x3: 127 Shiki: Aoihana
- Combo staple
- 3rd hit is overhead
- A version links from weak attacks

DP .P : 100 Shiki: Oniyaki
- Super cancellable

HCB .K : 212 Shiki: Kototsuki In
- No special properties

HCBFWD .P : Kuzukaze
- Grab move
- Switches sides with opponent, leaving them open with back open for a split second
- No damage
- Lost invincibility

= Desperation Moves =
QCFHCB .P: Kin 1211 Shiki: Ya Otome
- Comes out instantly
- Does not go under airborne projectiles
- A version goes 3/4ths of a screen, C version goes fullscreen

qcf qcf .K: Ura 311 Shiki: Oritsume Kushi
- Goes over low attacks
- Overhead

= Super Desperation Moves =

qcf qcf qcf qcf .A .C after Kin 1211 Shiki: Ya Otome: Ura 316 Shiki: Saika
- 1 stock only for additional damage, however damage output is low
- If done too late the final blast will miss (outside corners)

QCFHCB .A .C : Kin 1211 Shiki: Ya Otome
- Comes out after a split second
- Does not go under projectiles

= HSDM =
QCBHCF .A .C : Ura 1219 Shiki: En'ou
- Unblockable
- Full invincibility during htis move

= Misc notes =
Far .C is cancellable
Close .B can link to close .C

= Starter Combos =
dwn .B -> dwn .A -> QCB .A x3
(optional crossover jump bk .B ->) Close .B -> fwd .A (-> QCFHCB .P -> Saika) or fwd .A .A -> QCB .C x3
(during Max mode) QCB .C -> HCB .K (1 hit) xN
(during Max mode) QCB .C x2 -> DP .C -> qcf qcf .K

= Advanced Combos =

Standing .C -> .B .C -> fwd fwd close .C -> HCB .K (1 hit) -> DP .C -> HCB .K -> DP .C -> QCB .C x2 ->SC qcf qcf .K
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devlkore
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Re: 2k2 UM - Iori

Post by devlkore » Sun Nov 07, 2010 14:26

fwd .B
- Cannot connect from anything
- Can be cancelled if connected into
I am confused by this.

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Re: 2k2 UM - Iori

Post by Gunsmith » Sun Nov 07, 2010 14:33

fwd .B

that's Iori's overhead kick

cannot connect from anything

means it doesn't combo eg: .C fwd .B is not a 2 hit combo, even though they link together

Can be cancelled if connected into

means if you link the move with another eg: .C fwd .B , you can cancel it into a special move

eg: .C fwd .B , qcf .C (but this is not a combo)

Otherwise, on its own, it will not cancel into any special move.

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Re: 2k2 UM - Iori

Post by devlkore » Sun Nov 07, 2010 14:58

OIC

Thanks for clearing that up. It makes sense to me now.

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