Iori Yagami (XI)
- Shirakani
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Did slightly more testing, could only squeeze in one game...bleh.
Seems that the initial startup right before the flash has no invincibility at all, but once the frame goes forward and the LDM flash begins, that's when it's fully invincible.
I got smacked out of it trying to use it like a Kasumi/Seth counter. Then i did it a sec earlier against Kula's critical ice and it went right thru it.
So, not AS useful, bleh....but has SOME use i guess, it'd only be good against moves that you can predict coming a split second ahead and you know they're going to have a recovery.
Oh well....so much for the hope of the move being good in a different way
Seems that the initial startup right before the flash has no invincibility at all, but once the frame goes forward and the LDM flash begins, that's when it's fully invincible.
I got smacked out of it trying to use it like a Kasumi/Seth counter. Then i did it a sec earlier against Kula's critical ice and it went right thru it.
So, not AS useful, bleh....but has SOME use i guess, it'd only be good against moves that you can predict coming a split second ahead and you know they're going to have a recovery.
Oh well....so much for the hope of the move being good in a different way
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Ugghhhh still can't get Iori's Qcfx2 Punch DM to combo after his Maiden Masher in the corner.
And I read in several places that Iori can do Stand C -> Fwd Ax2 and get the 2nd Forward A to connect! But I've tried it and can't seem to get it to work. Is it just me, or are the other people just bullsh*ting?
Thanks!
And I read in several places that Iori can do Stand C -> Fwd Ax2 and get the 2nd Forward A to connect! But I've tried it and can't seem to get it to work. Is it just me, or are the other people just bullsh*ting?
Thanks!
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- Higashi Hurricane
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Yes you can get a stand C > f+A,A to connect, but you have to be extremely close to opponent, meaning no jump-ins. It doesn't matter if it's in the open or in the corner, you still have to be within Iori's throw distance to get it to connect.Makashi_Menace wrote:Ugghhhh still can't get Iori's Qcfx2 Punch DM to combo after his Maiden Masher in the corner.
And I read in several places that Iori can do Stand C -> Fwd Ax2 and get the 2nd Forward A to connect! But I've tried it and can't seem to get it to work. Is it just me, or are the other people just bullsh*ting?
Thanks!
As for the ,qcf+P DM, I've gotten it to hit after the Maiden Masher, but I can't get the timing right as well, and more often than not, I miss with it anyway. I kinda figured by now it's just better to QS out of the Maiden Masher instead.
- SonicWaver
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Here at local arcade, theres a guy who can input it, but he always QS into Iori, somehow, his character always crosses up the oponent with jumping (from the quickshift) back+B, then he ends up infront of the opponent, and inpunts st. C, A.A.into Maiden masher (anywhere on the screen)Makashi_Menace wrote:Ugghhhh still can't get Iori's Qcfx2 Punch DM to combo after his Maiden Masher in the corner.
And I read in several places that Iori can do Stand C -> Fwd Ax2 and get the 2nd Forward A to connect! But I've tried it and can't seem to get it to work. Is it just me, or are the other people just bullsh*ting?
Thanks!
Its there.
- Derrace
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You can get Stand C, Fwd Ax2 to connect if you do a cross over Back B.SonicWaver wrote:Here at local arcade, theres a guy who can input it, but he always QS into Iori, somehow, his character always crosses up the oponent with jumping (from the quickshift) back+B, then he ends up infront of the opponent, and inpunts st. C, A.A.into Maiden masher (anywhere on the screen)Makashi_Menace wrote:Ugghhhh still can't get Iori's Qcfx2 Punch DM to combo after his Maiden Masher in the corner.
And I read in several places that Iori can do Stand C -> Fwd Ax2 and get the 2nd Forward A to connect! But I've tried it and can't seem to get it to work. Is it just me, or are the other people just bullsh*ting?
Thanks!
Its there.
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This is driving me nuts - CAN you or CAN'T you connect his Saika after the Maiden Masher? I keep getting different responses to this, and I've tried a gazillion times to do it, but it never, ever hits. Someone PLEASE explain to me how you get it to work...Tel wrote:As for the ,qcf+P DM, I've gotten it to hit after the Maiden Masher, but I can't get the timing right as well, and more often than not, I miss with it anyway. I kinda figured by now it's just better to QS out of the Maiden Masher instead.
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highly unlikely, yah it was driving me mad, but I haven't seen any clips of it being done.. I thought I did it before.. but I wasnt sure... and I havent been able to do it since..Iie-Kyo wrote:This is driving me nuts - CAN you or CAN'T you connect his Saika after the Maiden Masher? I keep getting different responses to this, and I've tried a gazillion times to do it, but it never, ever hits. Someone PLEASE explain to me how you get it to work...Tel wrote:As for the ,qcf+P DM, I've gotten it to hit after the Maiden Masher, but I can't get the timing right as well, and more often than not, I miss with it anyway. I kinda figured by now it's just better to QS out of the Maiden Masher instead.
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I don't use Iori. However I do play a lot against Iori players though.
It seems that Iori is almost always used as the vanguard. No surprise as he builds momentum very well. If Iori is able to take out about 1.5 characters, smart defense will often net you the victory. Iori is really a great choice as a character to use when both sides have no meter.
Moves that can be QSed out. Qcb P, (first or second hit) Uppercut and Kick.
For Aoi Hana, the 2nd hit should be used for juggle style moves/combos/LDMs.
Due to low frame count, Iori's stand C is 1337. It is in the same league of Kyo's, Kula's, Shingo's and perhaps Kim.
Done correctly, p *2 can link to A, albeit corner wise and useless as you want a non recoverable knockdown when you manage to corner the opponent.
Use his jump D as a reactionary anti air in conjunction with his flame pillar super and Dp C. Kills 80% of all aerial attempts.
This part is a bit fuzzy,
Yaotome has upper and lower body invincibilty depending on which button you use. A is upper and C is lower. His uppercut has the invincibility, but on the reverse though.
Down/stand b (pause), grab is a great trick.
After knockdown in corner, using the above and mixing along with stand D, down A, A*3 or grab straight away works wonders. It makes you thankful that Iori does low damage this year. (although he makes it up with priority.)
It seems that Iori is almost always used as the vanguard. No surprise as he builds momentum very well. If Iori is able to take out about 1.5 characters, smart defense will often net you the victory. Iori is really a great choice as a character to use when both sides have no meter.
Moves that can be QSed out. Qcb P, (first or second hit) Uppercut and Kick.
For Aoi Hana, the 2nd hit should be used for juggle style moves/combos/LDMs.
Due to low frame count, Iori's stand C is 1337. It is in the same league of Kyo's, Kula's, Shingo's and perhaps Kim.
Done correctly, p *2 can link to A, albeit corner wise and useless as you want a non recoverable knockdown when you manage to corner the opponent.
Use his jump D as a reactionary anti air in conjunction with his flame pillar super and Dp C. Kills 80% of all aerial attempts.
This part is a bit fuzzy,
Yaotome has upper and lower body invincibilty depending on which button you use. A is upper and C is lower. His uppercut has the invincibility, but on the reverse though.
Down/stand b (pause), grab is a great trick.
After knockdown in corner, using the above and mixing along with stand D, down A, A*3 or grab straight away works wonders. It makes you thankful that Iori does low damage this year. (although he makes it up with priority.)