IORI YAGAMI & OROCHI (MAD) YAGAMI FAQ V2.1A

Game: Capcom versus SNK: Millenium Fight 2K
Platform: Dreamcast
Author: Doc Holliday
Email: [email protected]
This is copyright Nav Dhanjal 2000

Hey! Big shout first of all goes out to all those ppl that sorta gave me the idea
for writing the FAQ - by the way - this is my first FAQ so if it's wrong anywhere
gimme a shout and i'll do a revision.

WHAT YOU'LL FIND IN THE FAQ -

1.1     IORI YAGAMI'S BIO

1.2     IORI YAGAMI'S MOVE LIST
               |
               |
               ------ 1.21 BASIC MOVES
               |
               |
               ------ 1.22 SPECIAL MOVES
               |
               |
               ------ 1.23 SUPER MOVES
               |
               |
               ------ 1.24 OROCHI YAGAMI'S MOVE LIST
                               |
                               |
                               ----- 1.241 BASIC MOVES
                               |
                               |
                               ----- 1.242 SPECIAL MOVES
                               |
                               |
                               ----- 1.243 SUPER MOVES


1.3     HOW TO PLAY WITH IORI - TECHNIQUES!

1.5     IORI SECRETS
               |
               |
               ------ 1.51 SPECIAL IORI INTRO'S

================================================================================================
1.1     IORI YAGAMI'S BIO
================================================================================================

NAME:                   IORI YAGAMI

BIRTHDAY:               25TH MARCH 1976

BIRTHPLACE:             JAPAN

AGE:                    20 ?!? (DIDN'T GET THIS MYSELF? IF HE'S TWENTY THEN THE GAME
                               IS SET IN 1996?)

HEIGHT:                 6'0" - OR 182CM FOR YOU METRIC SYSTEM SCUM!

WEIGHT:                 165 LB - OR 76KG

BLOOD TYPE:             O (WHEN IN OROCHI FORM - THE BLOOD IN HIS VIENS IS REPLACED
                          BY THE OROCHI POWER - MAKING HIM INVINCIBLE - JUST THE WAY
                          I LIKE IT!!)

JOB/HOBBY:              HE IS IN A BAND - RICKENBACHER - PLAYS BASS

FIGHTING STYLE:         YAGAMI ANCIENT MARTIAL ARTS & MAGATAMA (INSTINCT) STYLES

RIVAL:                  HE RIVALS KYO IN ALL KOF GAMES & KEN MASTERS IN CvS:MF2K

APPEARS IN:             ALL KOF FROM '95 (INCLUDES R1 ETC.), CvS:MF2K & SvC:MotM

RATIO'S:                NORMAL RATIO 2 - OROCHI RATIO 4

================================================================================================
1.2     IORI YAGAMI'S MOVE LIST
================================================================================================

Now, I'm trying to stay clear of the confusing qcb and qcf method of showing you how
a move is done.  Instead, here is the legend for a simple yet even more confusing
(but hopefully a little bit better I think) way of how a move is done -

foward          = F
backward        = B
up              = U
down            = D
light punch     = LP
hard punch      = HP
light kick      = LK
hard kick       = HK

Is that simple enough? This means a quarter circle forward (hadouken movement i say) is
shown as -

d,df,f = which is down, down forward, forward

geddit? so a fireball with Ryu would be shown as -

d,df,f+lp/hp = down, down forward, forward, and then light or hard punch!

OK then - now you geddit, lets begin.

================================================================================================
1.21    BASIC MOVES
================================================================================================

LP = a fast jab
HP = claws downwards
LK = a fast kick
HK = a back kick

WHEN IN CLOSE RANGE -

LP = jab into the gut
HP = Clawing upwards
LK = low sliding kick
HK = Big boot kick
F,LK/HK = ken style axe kick

WHEN DUCKING -

LP = fast jab
HP = claws upward
LK = quick jab with foot
HK = double legged sweep

WHEN JUMPING INTO OPPONENT

LP = comes down with fist going for opp's face
HP = one handed blow
LK = comes in with a weak jab kick
HK = strong kick

ROLL = LP+LK

THROW = F+HP/HK

CHARGE (SNK GROOVE ONLY!) = HP+HK

TAUNT = HOLD "A" BUTTON AND PRESS START!

================================================================================================
1.22    SPECIAL MOVES
================================================================================================

108 SHIKI YAMI BARAI = D, DF, F + LP/HP
TRANSLATION = FIREBALL
This one is where Iori throws his purple flame like a fireball

100 SHIKI ONIYAKI = F, D, DF + LP/HP
TRANSLATION = DARK THRUST
This is Iori's Dragon uppercut with flames!

127 SHIKI AOI HANA = D, DB, B + LP/HP x 3
TRANSLATION = DEADLY FLOWER - IT HAS ALSO BEEN KNOWN AS THE 'BURNING ROSES'
This is where Iori punches once, twice and then thrice. Cool combo - gives ya three hits and
you can stop after only two or even one! Some have said the last hit is unblockable? Slightly
over exaggerated! If you play the CPU and he/she blocks the first two, it never seems to block
the last hit! Why? Glitch in AI I suppose. However the last hit is always unblockable if the
character - be it human or CPU - if they are blocking while ducking - a standing block will
always block all three!

212 SHIKI KOTOTSUKI IN = F, DF, D, DB, B + LK/HK
TRANSLATION = CRESCENT MOON ?!?
This is simple - Iori runs towards the opponent, grabs him/her by the head and slams them down
on the floor! Is blockable and only advisable if you're in close range to the opp. Using LK
means that Iori will go a short way - using HK, Iori will keep going until he meets the opp.

KUZU KAZE = F, DF, D, DB, B, F + LP/HP
TRANSLATION = SCUM GALE !?!
Doesn't do any damage - just grabs opponent and pushes to the other side of him. Is unblockable
but can only be used close range. Good to combo into a super if your fast enough! Check out how
to play section for another hint!

================================================================================================
1.23    SUPER MOVES
================================================================================================

URA 180 SHIKI YA SAKAZUKI = D, DB, B, DB, D, DF, F + LP/HP
TRANSLATION = EIGHT WINE CUPS (HAS BEEN KNOWN AS DRUKEN GRAIL GASHER)
You can hold the super in for about 5 seconds by holding punch! Iori throws a huge wall of
flame. If it touches the opponent, then he/she is stunned and glows purple for about 2 seconds.
It does very little damage, and should only be used to follow up into another move/super.
LEVEL 1 OR MAX BAR = ONE WALL OF FLAME
LEVEL 2 = 4 WALLS - COVERS ABOUT HALF SCREEN
LEVEL 3 OR MAX BAR & RED = EIGHT WALLS - FILLS WHOLE SCREEN LENGTH!

1211 SHIKI YA OTOME = D, DF, F, DF, D, DB, B + LP/HP
TRANSLATION = MAIDEN MASHER (HAS BEEN KNOWN AS EIGHT SHRINE MAIDEN)
The traditional move where Iori runs under all fireballs at the opponent. If it connects you see
Iori tear away at the opp with some force!
LEVEL 1 OR MAX BAR = 9 HIT & COVERS THREE QUARTERS SCREEN LENGTH
LEVEL 2 = 12 HITS & COVERS THREE QUARTERS OF SCREEN LENGTH
LEVEL 3 OR MAX BAR & RED = COVERS WHOLE SCREEN - NOT AS COOL AS KOF VERSION BUT STILL IMPRESSIVE

================================================================================================
1.24    OROCHI YAGAMI'S MOVE LIST
================================================================================================

Imagine Iori with his Orochi awakened! If you've played 1997 - you know how much of a sicko this
guy actually was. More info for unlocking him is in the secrets section if you ain't done so
already! This guy is just like normal Iori with absolutely, hardly, almost no recovery time at
all. He can recover from a move in about 0.1 seconds whereas normal Iori takes about 0.2 - and
as you all know, millisecond decisions count.

================================================================================================
1.241   BASIC MOVES
================================================================================================

PLEASE CHECK OUT IORI'S BASIC MOVE LIST FOR OROCHI'S BASIC MOVES - THEY'RE THE SAME!

================================================================================================
1.242   SPECIAL MOVES
================================================================================================

PLEASE CHECK OUT IORI'S SPECIAL MOVE LIST FOR OROCHI'S SPECIAL MOVES - THEY ARE ALSO THE SAME!

================================================================================================
1.243   SUPER MOVES
================================================================================================

Finally, a difference! OK, Iori's eight wine cups is gone, and replaced with a two/three dragon
super -

URA 100 SHIKI ONI HONOU = D, DF, F, D, DF + LP/HP
TRANSLATION = FORBIDDEN STYLE #100 - DEMON FIRE
Iori goes sick with his 100 Shiki Oniyaki dragon punch style move with his arms failing about
and flame going left right and centre!
LEVEL 1 OR MAX BAR = DOES IT TWO TIMES FOR 4 HITS
LEVEL 2 = DOES IT TWO TIMES FOR SIX HITS
LEVEL 3 OR MAX BAR & RED = DOES IT 3 TIMES FOR 7 HITS

================================================================================================
1.3     HOW TO PLAY WITH IORI - TECHNIQUES
================================================================================================

I can't really tell you how to play with Iori, just give you some helpful stuff. All people who
have played KOF games stop reading! You probably know this already. Anyone who only heard of
SNK when this game came out then keep reading - you'll need this!

* Iori's punch jab when he ducks can get you out of a lot of trouble!
* Try to unlock secret 77 ASAP because it allows running instead of jumping forward, this really
 helps when you are playing as any character really but most of all Iori - you can run in, and
 pull off some quick combo's at close range
* Iori is quite slow in this game, so you'll have to take advantage of rolling a lot! Also, don't
 forget you can press double forward or back to get closer or back off from the enemy!
* Don't try getting into a fireball fight with Iori cos you'll get beat! Iori's flame is a lot
 slower in this game than in KOF, the other characters can just out pace his fireball
* Don't always finish the burning roses combo - if youre enemy blocks the first, the game will
 give him plenty of time to retaliate between time it takes you to do the second and third hits
* Doing a jab and then going into the burning roses will not always work now
* General tip - you can't combo a level 2 into a level 1 - the game doesn't accept it. In
 training this was throughly tested. If you try to start a combo with a level 3, you cannot
 combo after that at all. If you start with a level 2, then you can only go into a level 3, and
 if you start with a level 1, then you can either stick with it or increase to a two and then
 a three. Two level twos don't work either! Only 1's will combo into each other!
 HOWEVER!!!! when I done a little bit more research and was also shouted at by my mate (Darth
 - cheers for this one!) I found that it is possible for a level 1 after a level 3 or level 2.
 SNK mode allows as many level ones straight after a SDM if the combo works. Also, certain
 supers have SNK comboability - check the system faq by James Chen at Gamefaqs.
* Don't try being fancy with Iori, get in, get the job done, get out!
* Iori's Maiden Masher is a lot harder to get out in this than in KOF. Why? Don't know - all
 other similar movements come out perfectly, but only his maiden masher has difficulty. Try
 practising with it in training by doing it slowly
* Maiden masher DOES snatch people from the air - but in only two circumstances. Firstly, you
 have to have the timing almost perfect - this will catch them just before they land - secondly
 it has to be luck - I've only ever seen this work once, and even then, it looked a little
 risky
* Hint from cHiCo SciEncE - after the KUZU KAZE, you can do a crouching light punch into the
 AOI HANA
* Combo from Evil Matt - when in SNK groove and in the red, you can charge up, use the eight
 wine cups super. If you then charge up again, you should have enough time to do the eight
 wine cups again. Continue until your opponent is toasted! Cheesy but effective! Gonna have to
 check this again - clarifying a few things - I can't seem to pull this one off - maybe
 something to do with the game not excepting Eight Wine Cups on an opponent who is already
 stunned by it?!?
* If you haven't unlocked run yet then try this for getting across the screen really fast -
 but be warned, it is very risky! Simply do a crescent moon using LP, and you'll run across the
 screen - but only do it if the opponent is in the opposite corner and you know he/she will back
 off if you try it!
* If your opponent blocks the maiden masher, go into a Dark Thrust! Iori has hardly any recovery
 from the move (OK, he does have quite a bit really). He's really fast at pulling it just after
 a Masher, though - good for catching your opponent before he/she can do a retailiatory strike!
* When flashing 'in the red' with a MAXed SNK bar, do Eight Wine Cups - make sure you opponent is
 really close by the way - and as soon it hits, then either dash or run in close to him and
 do f + HP. This will push him/her back into the wall's of flame behind them, freezing them
 again! This is basically a quick way of gaining a little bit of extra damage to the super.
* When using SNK groove, just after doing the previous tip, you have enough time after the second
 wall hitting to charge and MAX your bar again to go into a SDM Maiden Masher!
* From three crouching LK's, you can go into the AOI HANA for a quick 6 hitter!
* From two crouching LK's, go into a KUZU KAZE, then into three more LK's and then into the AOI
 HANA for a nice looking 2 hitter and 5 hitter (KUZU KAZE cancels your combo!)
* If your opponent is a rolling punk, you can still throw him/her! Just time it right and watch
 them stop rolling all together!

I've got a lot more tips - email me for more or wait for the next revision if there is one.

================================================================================================
1.4     IORI SECRETS
================================================================================================

There are two secrets specifically to do with Iori.  The first is his extra colours! This is
secret # 16 and costs 200 - for this you get 4 extra colours for Iori and Orochi
The second secret is Orochi Iori. He is Ratio 4 and costs 7000 vs points. He is secret # 49.
To unlock both secrets, clock the game with Iori using SNK groove!

================================================================================================
1.41    SPECIAL IORI INTRO'S
================================================================================================

There are two Iori intro's. They are -

vs M.Bison (Vega)       : Iori is facing away from Bison, while Bison is saying something in Jap
                         and then Iori tries suprising Bison with his flame, Bison jumps over
                         it and him to his corresponding side, and laughs!
vs Kyo                  : Kyo says "Honoo ga, Omae wo yonderuze!" which means "My flame is
                         calling for you" to which Iori says "Nara moetsukiro, Isagi yoku na"
                         which means "then burn down to ashes gracefully"

================================================================================================
1.5     GAME OVER
================================================================================================

Well, that wasn't so hard was it? Hopefully you can make use of this FAQ. Cheers for reading, any
comments please email me at -

[email protected]

I'd like to thank my girl Lisaaarrrggghhh!!!! The Orochi awaits for you babe....

and also these humble people for providing me with some translations etc.
Gary Kalsi - you's a dude for translating some stuff - cheers
Calvin Bauzon - sorry dude - but here is your acknowledgement. Thankx for some translations aswell
Evil Matt - for your translation and super combo however cheap it may be
Agey 'da' Dennis - for getting the game for me - thankx
Galford - for introducing me to SNK
Darth Hazzard - for providing a reality check - Crapcom are really that BAD!!
Myself - cos I is very vain and I have played that game for so damn long that it I have combos
coming out of my ears.
Finally kof.fighters.net cos I got a lot of move name translation variations from their site

This was finished on ... September 25 2000

Revision History -

v1.0a

first one - no changes from previous versions (cos it's the first - duh!)

v1.1a

added acknowledgements (2)
2 more combos for Iori
1 translation corrected/changed
1 translation added

v1.1b

Sorted lots of little niggles, however, wasn't ever written to be published therefore you'll
never see it

V2.0a

Added two extra combo things
NB: You'll never see this one either, because I never released it!

v2.1a

This one!
Added five extra combos/tips - clarified on previous combos
Added more tips!

Laterz!