-----------------------------------------------------------------------
The King of Fighters 2003
Character FAQ on Iori Yagami
For The MVS/JAMMA Arcade & The Neo*Geo Advance Entertainment System
By Raul Torrez (
[email protected])
This FAQ is Copyrghted Work 2005 Raul Torrez
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The King of Fighters 2003, SNK Playmore, Iori Yagami, other SNK Characters are
all Registered Trademarks and Copyrighted by SNK Playmore Corporation of Japan.
---------
Contents:
---------
I. Why Iori Yagami?
II. Iori's Bio and Info
III. KoF 2K3's Basic Commands
IV. Iori's Basic Moves
V. Iori's Special Moves
VI. Iori's Combos
VII. Strategies
VIII. Iori's Entrance and Winning Poses
IX. Extra Stuff
X. Updates
XI. Closing and Credits
=======================================================================
I. Why Iori Yagami?
=======================================================================
Iori seems to get better or worse over the years. He's still solid as ever and
makes one hell of a Leader in 2k3. Only bad thing is that his damage on his
moves have been tweakened. But enough of that! I guess it's time to explain
what makes him solid. Read on!
=======================================================================
II. Iori's Bio and Info:
=======================================================================
Fighting Style: Yagami-Style Weapon Fighting and his Instinct
Birthdate: March 25
Age: 20
Country: Japan
Blood type: O
Height: 183cm
Weight: 76kg
Hobby: His band
Favorite Food: Meat
Mastered Sport: Any sport
Prized Things: Nothing
Dislikes: Violence
Seiyuu/Voice Actor: Kunihiko Yasui
First Appearance: The King of Fighters '95
Other Game Appearances: The King of Fighters '95-2003, The King of Fighters XI,
The King of Fighters Maximum Impact, The King of Fighters NeoWave, The King of
Fighters 94 Re-Bout (Cameo Appearance), The King of Fighters Kyo, The King of
Fighters Ex 1, The King of Fighters Ex 2, The King of Fighters R1, The King of
Fighters R2, The King of Fighters "Battle de Paradise", Gals Fighters, Capcom
vs. SNK "Millennium Fight 2000", Capcom vs. SNK "Millennium Fight 2000" Pro,
Capcom vs. SNK 2 "Millionare Fighting 2001", SNK vs. Capcom "Match of the
Millennium", SNK vs. Capcom "CardFighter's Clash" SNK Card Set, SNK vs. Capcom
"Card Clash 2" SNK vs. Capcom Chaos, Neo*Geo Battle Coliseum
Iori's King of Fighters Team Members:
KoF'95: Iori Yagami, Eiji Kisaragi, Billy Kane
KoF'96: Iori Yagami, Vice, Mature
KoF'97: Iori Yagami (Single Entry)
KoF'98: Iori Yagami, Vice, Mature
KoF'99: Iori Yagami (Single Entry)
KoF'00: Iori Yagami (Single Entry)
KoF'01: Iori Yagami, Vanessa, Seth, Ramon
KoF'02: Iori Yagami, Vice, Mature
KoF'03: Iori Yagami, Kyo Kusanagi, Chizuru Kagura
KoF XI: Iori Yagami, Kyo Kusanagi, Shingo Yabuki
Iori's King of Fighters Background Music:
KoF'95: Stormy Saxophone
KoF'96: Stormy Saxophone 2
KoF'97: Cool Jam and Kyoukaku (Riot of the Blood Iori Yagami's music)
KoF'98: Stormy Saxophone and Cool Jam
KoF'99: Sadistic Eyes
KoF'00: Stormy Screams
KoF'01: Immortal Sun...
KoF'02: Stormy Saxophone 2 "Remix"
KoF'03: Cool Jam 2
=======================================================================
III. KoF2k3's Basic Commands
=======================================================================
Iori's Key Configuration:
A- weak punch
B- weak kick
C- strong punch
D- strong kick
f- forward
b- back
u- up
d- down
Start- taunt
qcf- quarter circle forward
qcb- quarter circle back
hcf- half circle forward
hcb- half circle back
df- diagonally down forward
db- diagonally down back
uf- diagonally up forward
ub- diagonally up back
(air)- can be done in the air
charge- hold the direction for at least 2 seconds
DM- Desperation Move
LDM- Leader Desperation Move
PK- must be pressed at same time (AB, CD, BC, etc.)
MSA- Multi-Shift Attack
Xx- can cancel move
x1- repeat number of times given
>- follow up
UB- Unblockable
SC- Super Cancel
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Basics:
-------
Run- f, f (hold f while running)
Dash Back- b, b
Normal Jump- up
Short Jump- tap d, uf / d, u / d, ub
Quick Jump- d, uf / d, u / d, ub
Emergency Attack Avoidance Forward- AB or f + AB
Emergency Attack Avoidance Back- b + AB
Falling Recovery Roll- AB before hitting the ground
Throws- f or b + C/D
Throw Escape- when grabbed, f or b + C/D
Guard Escape Roll Forward- when blocking, AB or f + AB (requires 1 Power Stock)
Guard Escape Roll Back- when blocking, b + AB (requires 1 Power Stock)
Guard Knockdown Attack- when blocking, CD (requires 1 Power Stock)
Multi-Shift- BC or CD
Multi-Shift Attack- qcf + BC/CD
Taunt- Start
-------------------------------
Descriptions of Basic Commands:
-------------------------------
-Falling Recovery Roll- AB before hitting the ground
Whenever hit by an attack that knocks you to the ground, you can recover before
hitting the pavement. This command will only work if hit by basic attacks,
special attacks, DM's, and SDM's that knock ya on to the ground.
-Throw Escape- when grabbed, f or b + C/D
If done correctly, you're character will push away the opponent about 3 steps
away from you. Throw Escapes do not work in the air, against Benimaru, Tizoc,
Gato, Mai, Athena, Yuri, Clark, and Leona, since they all have air throws.
GROUND ONLY! Throw Escapes don't work against command throws either, except for
Clark.
-Emergency Attack Avoidance Forward/Back- AB, f + AB, b + AB
Just like in KoF'98, using this command will enable your character to AVOID an
attack from the opponent. Your character is INVINCIBLE for that breif moment of
rolling. This year, you can roll while crouching (db+AB/df+AB). Remember
though, you can be thrown or hit after the roll.
-Guard Escape Roll Forward/Back- when blocking, AB, f + AB, b + AB (requires 1
Power Stock)
When blocking an attack, your character will roll forward or back from the
opponent. This move can be used to distance yourself, if being pressure
attacked.
-Guard Knockdown Attack- when blocking, CD (requires 1 Power Stock)
When blocking an attack, your character will perform the CD Attack, which will
knock the opponent away from you. Great to distance yourself from the opponent
and keeps the pace going. Inflicts no damage to the opponent.
-Multi-Shift- BC or CD
A new addition to KOF2k3. KOF has finally added a TAG SYSTEM to their game.
Multi-Shift is when your character can tag in another character on your team.
You can't tag out whenever you want. You must wait for the words above your
Power Guage to flash, "CHANGE OK". When performed, your character that is
switching out will do a taunt/pose, as he/her disappear with the words "CHANGE"
in yellow. As the character that has been tagged in, will then jump where the
last character was positioned. Once you Multi-Shift, you must wait 5 seconds to
Multi-Shift again. But there's one flaw to Multi-Shift...... You can be hit out
of it, so it's not really safe unless you knockdown your opponent.
-Multi-Shift Attack- qcf + BC/CD (requires 1 Power Stock)
When performed, your character will throw out a normal attack and leap out.
Then the character tagged in will leap in with a attack. If connected, it will
stun you opponent for a brief moment. With the stun on the MSA, you can then
follow up with a combo. If you peform the MSA while the opponent is in mid-air,
the opponent will be knocked into the air, where you can now juggle them. The
tagged character will land in the same position that the switched character was
located. You can also combo MSA from the STUN off some attacks, off juggles
from special moves/DM's, and command throws (Iori and Duo Lon). You can also be
hit out of a MSA if you not careful. You'll lose the power stock, but the
"CHANGE OK" message will remain.
-Multi-Shift System-
I'll try to explain the MS System, so that you can understand how to get the
character you want in the during battle.
Note: Name of character with CAPS LOCKED is the person in battle.
-----------------------------------------------------------------------
Example:
________________________________
-> |____________LEADER______________|
|________________________________|
|________________________________|
KIM
Jhun
Kyo
OK! I have Kim in, so I want to replace him with Kyo, so I would hit CD.
CHANGE
________________________________
|____________LEADER______________|
|________________________________|
-> |________________________________|
Kim
Jhun
KYO
OK! So I have Kyo in so I want to replace him with Jhun, but this time I do a
Multi-Switch Attack (qcf + BC).
CHANGE
________________________________
|____________LEADER______________|
-> |________________________________|
|________________________________|
Kim
JHUN
Kyo
So now I have Jhun tagged in, but I want Kim back again. I'd hit BC!
CHANGE
________________________________
-> |____________LEADER______________|
|________________________________|
|________________________________|
KIM
Jhun
Kyo
Kim is back in battle.
-----------------------------------------------------------------------
So in closing for TAGS, Character 1 = BC for C2
= CD for C3
Character 2 = BC for C1
= CD for C3
Character 3 = BC for C1
= CD for C2
-Leader System-
While choosing a character in the Character Select Screen, the 1st character
you choose, will be your LEADER Character. This only means that they will be
assigned the LDM. While playing, you can indicate who your LEADER is by the
BLUE COLOR GAUGE.
-Desperation Moves- (requires 1 Power Stock)
DM's are your Super Moves. In order to use DM's, you must fill up the Power
Gauge to stock a DM. You can store up to 5 stocks. Each character has there own
number of DM assigned to them.
-Leader Desperation Moves- (requires 2 Power Stocks)
New addition to KOF2k3. LDM's are replacing the previous SDM's. It baiscally
the same as a SDM, but only the LEADER can use the SDM. LDM's take 2 Power
Stocks to use. SDM's must be done by presing 2 buttons, instead of one button.
There will be a RED Aura around the character to indicate that you successfully
pulled off the LDM.
-Super Cancels- (requires 2 or 3 Power Stocks)
This feature is back from KoF2k2. Super Canceling allows you to cancel special
moves into DM/LDM's. In order to Super Cancel, you must have a least 3 Power
Stocks at the most. 1 Power Stock to Super Cancel and 1 or 2 Power Stocks to
perform the DM/LDM. When the words on the screen flash "S.CANCEL", this
indicates that you have successfully Super Canceled.
-Counter Wire Attacks-
This feature from KoF2k1-2k2 also carried unto Kof2k3. These are attacks based
on counter hits. Counter Wire Attacks occur during a counter hit, in which the
opponent goes flying towards the wall and will be bounced back after hitting
the wall. You can follow-up alot of stuff with this move. This is something to
watch for in the future.
=======================================================================
IV. Iori's Basic Moves
=======================================================================
A (weak punch):
-standing-
Mid Standard Jab, which comes out quick. Not much for this move.
-crouching-
Low Standard Jab, which comes out fast and can be canceled into Yumebiki,
Oniyaki, Aoi Hana, Kuzukaze, and Ya Otome. Nice crouching combo starter for
Iori. Great tick throw attack for Kuzukaze.
-jumping-
45 degree angle downward jab which is a great short jump move.
-close-
Same as standing, but can be canceled into Yumebiki, Oniyaki, Aoi Hana, and Ya
Otome. Great tick throw attack for Kuzukaze.
-----------------------------------------------------------------------
B (weak kick):
-standing-
Snap Side Kick which comes out fast. Nice poke attack.
-crouching-
Quick Low Kick which can be canceled into a crouching A or standing A. Another
good combo starter. You can link a Multi-Shift Attack from cB.
-jumping-
Forward Snap Kick which can be used as another short jump attack, but no
recommanded. Decent air-to-air attack.
-close-
Low Kick which is a great combo starter and can be canceled into Yumebiki,
Oniyaki, Aoi Hana, Kototsuki In, MSA, and Ya Otome. Great tick throw attack for
Kuzukaze. You can also link standing C from a close B.
-----------------------------------------------------------------------
C (strong punch):
-standing-
Mid Slash with his hand, which comes out fast. This can be canceled into his
specials / super moves. Great zone attack.
-crouching-
Rising Slash to the face, which comes out fast and can be canceled into
specials / super moves. Decent anti-air move and can combo on COUNTER if
opponent is hit in mid-air.
-jumping-
Downward Hand Chop. One of his best short jump pressure attacks.
-close-
Standard Uppercut which can be canceled into his specials / super moves. When
blocked, you may cancel it into f + A to put more pressure on the opponent.
-----------------------------------------------------------------------
D (strong kick):
-standing-
Standard Roundhouse Kick which comes out fast and has great reach as well. His
Best poke attack.
-crouching-
Low Drop Kick which moves forward and comes out fast too, but suffer horrid
recovery time. Great reach though. You can cut the recovery time on this move
by simply holding down or down back. Still, I use at your own risk!
-jumping-
Side Kick which has great range and priority. A great air to air attack. Good
short jump attack too.
-close-
Punt Kick which hits high. Cannot be canceled into anything. Don't use this
attack!
AB (Emergency Attack Avoidance Forward/Back)
Iori leans forward and does a slide or rolls backwards to avoid the attack. His
back roll is not as great as the previous years. The range covers about half
the screen.
CD (Guard Knockdown Attack)
Iori moves forward while doing a Shoulder Attack. The opponent cannot recovery
roll from the CD attack.
-----------------------------------------------------------------------
=======================================================================
V. Iori's Special Moves
=======================================================================
-Throws-
Sakahagi - when close, b or f + C/D
-Command Moves-
Ge Shiki: Yumebiki - f + A, A
Ge Shiki: Goufu In "Shinigame" - f + B
Ge Shiki: Yuri Ori - in air, b + B
Ge Shiki: Yuri Ori - b, b + B (Bug)
-Special Moves-
108 Shiki: Yami Barai - qcf + A/C
100 Shiki: Oniyaki - f, d, df + A/C
127 Shiki: Aoi Hana - qcb + A/C (perform 3 times)
212 Shiki: Kototsuki In - hcb + B/D
Kuzukaze - when close, hcb, f + A/C
Multi-Shift Attack - qcf + BC/CD
Taunt - Start Button
-Desperation Moves-
Ura 108 Shiki: Ya Sakazuki - qcb, hcf + A/C
Kin 1211 Shiki: Ya Otome - qcf, hcb + A/C
>LDM Ura 316 Shiki: Saika - qcf, qcf, qcf, qcf + AC
(Follow up after Ya Otome)
LDM San Shingi no Ni - qcf, hcb + AC
-Super Cancels-
Ge Shiki: Yumebiki (1st hit)
100 Shiki: Oniyaki (C Version)
-Counter Wire Attacks-
NONE
------------------
Move Descriptions:
------------------
-Sakahagi- when close, b or f + C/D
Iori will grab the opponent's mid section, then claws him/her away while the
opponent falls to the ground. You can switch sides with the throw with the D
button. Iori's throw sends the opponent full screen distance, unless in the
corner.
-Ge Shiki: Yumebiki- f + A, A
Iori will claw the opponent, then following with a backhand. Both f + A's are
cancelable. The 1st or 2nd hit can be canceled into Yami Barai, Oniyaki, Aoi
Hana, Kototsuki In, Ya Otome, or Shingi no Ni. This can also be used as a poke
attack too. You can go into Yumebiki from standing A/B/C or Kuzukaze. This is
one of Iori's MAIN bread and butters, so get used to it.
-Ge Shiki: Goufu In "Shinigame"- f + B
Iori will do an Axe Kick. This move is an overhead hit, which can be used
against opponents that turtle alot. But be careful, the move comes out quite
slow. This move can become cancelable into specials off certain normal attacks
(Standing & Crouching A/B/C).
-Ge Shiki: Yuri Ori- in air, b + B
While in the air, Iori will extend his leg back. This move is a cross-up
attack. If done correctly, Iori should hit the opponent with his extended leg,
which puts the opponent in STUN. While the opponent is in STUN, you have that
brief second to follow up with any attack.
-Ge Shiki: Yuri Ori- b, b + B (Bug)
While Iori dashes back, you can press B and he'll do his Yuri Ori animation.
Iori will just do his back dash in Yuri Ori animation. This move is better than
Iori normal back dash, because it alot of distance than Iori's normal back
dash. Nice way to retreat.
-108 Shiki: Yami Barai- qcf + A/C
Iori motions his arm while he throws the purple flame from his hand, in which
the flame travels forward on the ground. The A version Yami Barai moves slow,
as the C Yami Barai moves fast. The C version has bad recovery time.
-100 Shiki: Oniyaki- f, d, df + A/C
Iori leaps straight into the air, while uppercutting with the purple flames
surrounding him. The A Oniyaki has a small leap, as the C Oniyaki has a larger
leap. A/C Oniyaki knocks down the opponent, unlike Kyo's Oniyaki which either
knocks down or doesn't at all. Both versions have fast start up, but has a
slight delay on recovery time upon landing. Oniyaki is Iori's Super Cancel
move. A Oniyaki needs to be Super Canceled on first hit, where as C Oniyaki
cancels into the 1st hit or 2nd hit.
-127 Shiki: Aoi Hana- qcb + A/C (perform 3 times)
Iori slides forward and delivers one standing uppercut, then slides forward
again to give another sliding uppercut, and finishes off with a leaping Double
Axe Handle. Iori can delay the 2nd and 3rd Aoi Hana. The 3rd Aoi Hana is an
overhead attack. Aoi Hana x3 can be punished when blocked, but safe on B
version Aoi Hana x2.
-212 Shiki: Kototsuki In- hcb + B/D
Iori runs toward the opponent. If connected, he elbows the opponent with one
arm and slams them to the ground with his other arm, while setting them on
fire. B Kototsuki In has good recovery time if you don't hit the opponent. D
version goes full screen. Only use as a combo filler.
-Kuzukaze- when close, hcb, f + A/C
Iori grabs the opponent by the head, then swings him/her to the other side.
Iori switches sides in the process, leaving the opponent STUNNED for a brief
moment, giving Iori a chance to capitalize with any of his moves or DM's. The
first few frames on start-up have Invinciblity. Kuzukaze is unblockable too.
-Multi-Shift Attack- qcf + BC/CD
Iori will do a shoulder attack. This action can be performed only when the
words "CHANGE OK" are above your power gauge. Does a bit of damage and has
invicibility start up. If Iori is tagged in by the MSA, he'll leap in with his
jD attack. Remember though, Iori can be countered / punished if he's tagged in.
-Taunt- Start
Iori stands straight with a grin on his face while saying, "Ore ga kowai noka?"
("Are you afraid/scared of me?"). The taunt can be canceled when Iori says,
"Ore ga kowai".
-Ura 108 Shiki: Ya Sakazuki- qcf, hcb + A/C
Iori throws out Yami Barai while saying, "Raku ni wa Shinen zo!" ("You won't
die that easily!"). As Yami Barai travels along the ground, it will stop and
create a purple pillar that shoots straight into the air. If the opponent is
hit by Ya Sakazuki, they'll be STUNNED for 4 seconds. Not only does this DM
work on the ground, but in mid-air too. The opponent cannot mash out when
stunned either. The only downside on Ya Sakazuki is you can no longer delay it
like previous KOF's. The A version travels half screen while the C version
covers full screen. Both version also have a slight delay on start up.
-Kin 1211 Shiki: Ya Otome- qcf, hcb + A/C
Iori says "Asobi wa owari da!" (Playtime is over!"), then slides toward the
opponent. If connected, Iori will start to claw and slash his opponent with 8
hits, then finishing it off with a grab in which Iori explodes the opponent up
with his purple flames. Ya Otome can go under projectiles. Ya Otome can be used
as an Anti-Air, but tends to trade hits at times. The C version Ya Otome
travels about full screen distance and can be Super Canceled from Oniyaki. Ya
Otome also has a LDM follow up.
-LDM Ura 316 Shiki: Saika- qcf, qcf, qcf, qcf + AC
(Follow up after Ya Otome)
After the explosion from Ya Otome, Iori will then launch the opponent up with a
slash from one arm and slashes him/her even higher with his other arm, all well
Iori starts to laugh sadisticly, he summons a large purple piller, which
explodes the opponent. Saika does a great deal of damage. Some people have
trouble performing the LDM. There's really no strict timing on Saika like SvC
Chaos and 2K1. The easiest way to perform it, is when Iori grabs the opponent
during the end of Ya Otome. As Iori grabs the opponent, start inputting the
command (qcfx4). Right as Iori lets off the explosion, press AC.
-LDM San Shingi no Ni- qcf, hcb + AC
Iori performs his Tsumagushi to slam the opponent to the ground, while saying
"IKU ZO!" ("HERE I COME!". He then picks the opponent up by the throat with
both hands and holds them in the air. As the screen flashes red, he surrounds
himself with a flaming pillar randomly changing the colors from purple to
crimson. Iori then finishes with a explosive crimson blast that sends the
opponent flying full screen, saying "SHINE!" ("DIE!"). The LDM is a throw move.
It's also a overhead attack too. But, if you try to "combo" the LDM on a crouch
opponent who's blocking, the LDM cancels out the overhead property. Has nice
recovery time and does a great deal of damage too. With 2 LDM's to choose from,
this is by far Iori's best.
=======================================================================
VI. Iori's Combos
=======================================================================
Combo Key:
s - standing
c - crouching
j - jumping
cX - cross-up
(1) - cancel on first hit
(C) - must be done in corner
(SC) - Super Cancel
(MSA) - Multi-Shift Attack
-----------------------------------------------------------------------
Beginner/Intermediate Combos
-----------------------------------------------------------------------
cB, cA - 2-hits
cB, cB - 2-hits
cB, cA, dp + P - 3-hits
cB, cA, qcb + P x3 - 5-hits
cB, cA, hcb + K - 4-hits
cA, cA - 2-hits
cA, cA, dp + P - 3-hits
cA, cA, hcb + K - 4-hits
cA, qcf + C - 2-hits
cA, qcb + P x3 - 4-hits
cA, dp + P - 3/4-hits
cB, cA, qcf, hcb + A - 11-hits
cA, f + A, qcf, hcb + C - 11-hits
cA, f + A, A, qcb + A x3 - 5-hits
cA, f + A, A, qcf, hcb + P - 12-hits
cA, f + A, A, qcf, hcb + AC - 4-hits
cC, qcf + P - 2-hits
cC, qcb + P x3 - 4-hits
cC, dp + P - 2/3-hits
cC, hcb + K - 3-hits
cC, f + A, qcf, hcb + C - 11-hits
cC, qcf, hcb + P - 10-hits
cC, qcf, hcb + AC - 2-hits
sA, qcf + C - 2-hits
sA, qcb + P x3 - 4-hits
sA, dp + P - 2/4-hits
sA, hcb + K - 3-hits
sA, sA - 2-hits
sA, sA, qcb + P x3 - 5-hits
sA, sA, hcb + K - 4-hits
sA, sA, dp + P - 3-hits
sA, sA, qcf, hcb + P - 11-hits
sA, sA, qcf, hcb + AC - 3-hits
sA, f + A, qcf, hcb + C - 11-hits
sA, f + A, A, qcb + A x3 - 5-hits
sA, f + A, A, qcf, hcb + P - 12-hits
sB, MSA - 2-hits
sB, dp + P - 2/4-hits
sB, hcb + K - 3-hits
sB, qcf + C - 2-hits
sB, qcb + P x3 - 4-hits
sB, hcb, f + A - 2-hits
sB, f + A, qcf, hcb + C - 11-hits
sB, f + A, A, qcb + A x3 - 5-hits
sB, f + A, A, qcf, hcb + P - 12-hits
sB, f + A, A, qcf, hcb + AC - 4-hits
sB, sC - 2-hits
sB, sC, qcf + C - 3-hits
sB, sC, qcb + P x3 -5-hits
sB, sC, hcb + K - 4-hits
sB, sC, qcf, hcb + P - 11-hits
sB, sC, qcf, hcb + AC - 3-hits
sC, qcf + P - 2-hits
sC, qcb + P x3 - 4-hits
sC, dp + P - 2/3-hits
sC, hcb + K - 3-hits
sC, qcf, hcb + P - 10-hits
sC, qcf, hcb + AC - 2-hits
sC, f + A, qcf, hcb + C - 11-hits
far sC, qcb + P - 3/4-hits
far sC, hcb + K - 3-hits
far sC, qcf, hcb + P - 10-hits
far sC, qcf, hcb + AC - 2-hits
hcb, f + P, far sC, qcb + C - 4-hits
hcb, f + P, far sC, qcf, hcb + P -10-hits
hcb, f + P, far sC, qcf, hcb + AC - 2-hits
hcb, f + P, sC, f + A, qcf, hcb + C - 11-hits
jD, MSA - 2-hits
jD, jA - 2-hits
jD, sC, qcf + C - 3-hits
jD, sC, dp + P - 3-hits
jD, sC, qcb + P x3 - 5-hits
jD, sC, hcb + K - 4-hits
jD, sC, f + A, A, qcf, hcb + P - 12-hits
jD, sC, f + A, qcf, hcb + C - 12-hits
jD, f + A, A, qcb + A x 3 - 5-hits
jD, f + A, A, qcf, hcb + C - 12-hits
Note: Any combo with qcf, hcb + P (DM Kin 1211 Shiki: Ya Otome) can be followed
up by LDM Ura 316 Shiki: Saika (qcf x4 + AC). You must have at least 2 Power
Stocks to pull it off.
-----------------------------------------------------------------------
Advanced Combos
-----------------------------------------------------------------------
cX b + B, sB, f + A, A, qcf, hcb + P, qcf x4 + AC - 21-hits
cX b + B, sB, sC, qcf, hcb + P, qcf x4 + AC - 20-hits
cX b + B, sB, sC, qcf, hcb + AC - 4-hits
cX b + B, hcb, f + P, sC, f + A, A, qcf, hcb + P, qcf x4 + AC - 20-hits
cX b + B, hcb, f + P, sC, f + A, A, qcf, hcb + AC - 4-hits
cX b + B, sC, dp + C(SC), qcf, hcb + P, qcf x4 + AC - 20-hits
cX b + B, sC, dp + C(SC), qcf, hcb + AC - 4-hits
cX b + B, sC, f + A, qcf, hcb + C, qcf x4 + AC - 20-hits
-----------------------------------------------------------------------
TAG Combos
-----------------------------------------------------------------------
cX b + B, sB, MSA Athena, sC, qcb, f + AC, qcb + C, MSA Iori, qcb, hcf + C, cX
b + B, sC, qcb + P x3 - 24-hits
cX b + B, sB, MSA Duo Lon, " repeat x3 cB, qcf + A, f + B, qcb + A", MSA Iori,
jD, sC, qcf, hcb + P/AC - 27/20-hits (C)
cX b + B, hcb, f + P, MSA Ryo, sC, qcf, qcf + AC, Tag in Iori, jC, sC, qcf, hcb
+ P - 15-hits
jD, sB, MSA K', qcf + A, b + B, etc. (Sets up UB Glitch) (C)
-----------------------------------------------------------------------
=======================================================================
VII. Strategies
=======================================================================
-------
Offense
-------
Iori offensive game remains the same as it has over these past serveral years.
His quickness enables him to have one hell of a rushdown game. His short
jumping C and D attacks are great to use to get close to the opponent. His rush
game involves him jumping in alot with either jump D from afar or jump b + B
when near the opponent. Iori's jumping D also has great priority, next to
Benimaru's of course. If the opponent blocks you incoming jump attacks (jump C
or D), you can hit them with hcb, f + P (Kuzukaze). This works great, until
they pick it up and start to jump away. Once that happens, stick to jump C/D,
sC qcf + C. If you combo qcb + Px3 (Aoi Hana), you may rush in to bait wake up
attacks or jump / dash in to apply pressure to the opponent. Speaking of
rushing in, you can dash in close with a crouch A / stand B into hcb, f + P
(Kuzukaze). These attacks do not need to connect to hit Kuzukaze, due to it's
stun. This tactic gives you the chance to score a free hit or combo.I'll talk
more on this later. Iori is another great chracter to have as you LEADER. His
LDM San Shingi no Ni is very damaging. Not to mention him and Duo Lon make one
of the best teams in the game. Can't forget Iori's probably the 2nd best tag-in
character next to Duo Lon in this game.
-------
Defense
-------
Iori is one of those characters who better on the offensive end then defensive.
But that doesn't mean Iori's got no kinda defensive game. Oniyaki (dp + P) is
Iori's only real anti-air attack. But you can replace Oniyaki with crouch C or
a early Ya Otome (qcf, hcb + P). If crouch C hits the airborne opponent on
counter hit, you can follow up with a quick dp + P or qcb + P x3. Iori's cD is
a great way to keep the opponent back, since it's range is quite good. Iori's
far standing D makes a great poke attack too. Another great poke attack is
Iori's far standing C. This one's great because it's ability to cancel into all
of Iori's specials and (L)DM's. Iori's jump D is his best air-to-air attack.
Jumping in with jump D / C, then immediately short jumping back with D is
another great runaway tactic if you feel threatened. Throwing out Yami Barai
(qcf + C) from afar can score you free hits depending on how the opponent
reacts. If you jump, you can catch them with dp + P or qcf, hcb + P. If they
roll, you may hit them with hcb + K, qcf + P, or qcf, hcb + P. Unlike previous
years, this tactic isn't as abusable. This is because the recovery time isn't
as fast as previous years. So use with caution. Use Guard Knockdown Attack if
needed, so you can get back into the game. Overall, Iori should be on the
offensive end most of the time.
-------------------
Poke Attack Strings
-------------------
Iori has a few strings which can keep the opponent at bay. His strings are
based on how he gets to the opponent, either running or short jumping towards
them with a jC/D. This will also INCREASE your Power Gauge for Power Stocks.
I'll list a few pokes such as.....
cB, cA, far standing D
cB, cA, cA, far standing D
cB, cA, f + A, A, qcf + C or qcb + A x2
cB, cA, qcb + A x2, hcb, f + P
cB, cA, f + B, qcf + P
cB, cB, far standing C, qcf + P or qcb + A x2
cB, cB, far standing C, f + B, qcf + P or qcb + A x2 (CORNER)
cB, cB, walk up and throw
cB, cB, short jump C, sC, f + B, qcf + P or qcb + A x2
sC, f + B, qcf + P or qcb + A x2
short jumping C, short jumping back D (retreat poke)
short jumping C, cB, short jumping C, cB, cB, far standing C, qcf + P
cD, knockdown, upon wake up, far standing D
-----------------------
Bread and Butter Combos
-----------------------
Here are Iori's MUST LEARN B&B Combos.
cB, cA, qcb + P x3
sB, f + A, A, qcb + A x3
sB, f + A, A, qcf, hcb + P/AC
sB, hcb, f + P
sC, qcb + P x 3
sC, f + A, qcf, hcb + C
cX b + B, sB, f + A, A, qcf, hcb + P/AC
jD, cC/sC, qcf, hcb + P/AC
jD, cC/sC, qcb + P x3
----------
Recovering
----------
Iori's wake up moves would either be dp + A, hcb, f + P, MSA, qcf, hcb + AC, b,
b + B, or his normal throws. Iori's dp + C should only be used if you have
enough power stocks to S.Cancel into a DM. This way you won't be in danger, but
safe upon recovery from this move. It's best you stick with throws / command
throw, backdashing out of harms way, or with a dp + A and pray that it hits.
---------
Anti-Airs
---------
-A/C Oniyaki- (dp + A/C)
A version should only be used against people who plainly just jump-in. C
version should be used for people who try crossing up Iori. A version is much
safer to use than the C vesion. The recovery time on the C version lags a bit
upon landing. If you use the C Version and it's blocked, be sure to have
another Power Stock to Super Cancel into qcb, hcf + P or qcf, hcb + P.
-crouch C-
This is good attack if you're just turtling or if the opponents attemping a
cross-up. If you hit on COUNTER, you can do dp + P, qcb, hcf + P, or qcf, hcb +
P. You must have quick reaction time to follow up another hit on the airborne
opponent.
-Ya Otome- (qcf, hcb + A)
You must perform this early to hit the opponent successfully. Best outcome on
normal jump-ins or short jumps.
-Shingi no Ni- (qcf, hcb + AC)
It's a plus since it has distance and can grab the opponent from mid-air.
----------
Air-to-Air
----------
-jump B-
Good air-to-air attack. Best used when jumping straight up into the air to
counter a high jump attack.
-jump D-
His best air-to-air attack. Can be used to for jumping forward/backwards or
straight up into the air. It's range is great. Plus it has great priority to
back it up. So it will beat out most air attacks.
----------------
Cross Up Attacks
----------------
-jump D-
Works well on Tall Characters. Also great on crouchers.
-Yuri Ori- (in air, b + B)
His main cross-up on all characters. Best used, when opponent is crouching or
waking up from a knockdown attack. But if blocked, the push back factor comes
into play and you won't be able to link anything after it to keep pressure on
the opponent.
-------
Baiting
-------
Another way to have the opponents come to you is to bait them out with attacks.
Just do a series of random attacks to have them confused enough to be like
"WTF?" and come right to you.
Example 1: cB, cB, cA, cB, qcf + P or cB, cB, cA, b, b + B, qcf + C
Example 2: b, b, f, f, b, b + B, qcf + C
You can also bait out wake up attacks. Just run/advance towards the opponent
while they wake up, then as they perform their move, start to backdash. This
will leave the opponent opened for a mistake punisher attack. Whatever you
throw out at the down opponent is entirely up to you. For instance, throwing
out jabs works well.
-------
Running
-------
Running is a BIG part in Iori's offensive game. Using it when you knockdown the
opponent with qcb + P x3, hcb + K, or qcf, hcb + P can be very effective. You
can run and use dp + A or sC (cB, sC is optional) when close to the opponent.
If sC links, end it with qcb + P x3, hcb + K, or a (L)DM if you have the power
stocks. Be careful doing this on characters who have uppercut attacks. Also, be
ready to break throws too. I'd recommend you to Run and do far standing C into
qcf + C or qcb + P (if you link stand C). This at least puts you in a safe
position. If you anticapate a attack while running, you may roll and retaliate.
Running and Jumping set up alot of good jump-ins. Just running and doing a
jumping C (close)/ D (away) depending on the distance into a sC is good enough.
You can follow up with stuff of your own.
--------
Pressure
--------
-Aoi Hana- (qcb + P x2)
Everytime the opponent blocks stand C, do qcb + A x2. Not as safe as it was in
2k2, but you can still mix it up after the 2nd hit of Aoi Hana. Good examples
are cA, into hcb, f + P or cB, cB, short jump C. Stuff like that.
-Multi-Shift Attack (qcf + BC/CD)
If you can incorporate this into the attacks strings and have your secondary
character continue where Kyo left off on the pressure. I'd usually do a MSA
right after Iori's sB or after a cB, cA. It works wonders. The worst that could
happen is that you might trade hits with the opponent if they have good
reflexes and retaliate.
-Kuzukaze- (hcb, f + P)
Big part of his pressure game. This move alone can score free hits. nice set
ups are after jump C/D, crouch A, or standing B. One I use often is sB, hcb, f
+ A, f, f, df + A, hcb, f + A, f, f, sC into whatever you want. So tick
throwing Kuzukaze is essential. The cool part is, that the opponent can block
and still get hit by the throw. That is until they figure out to jump away from
it.
-crouch B-
You can use cB as a pressure attack. One good way of using cB is by running and
short jumping into cB.
Example: cB, cB, short jump C, cB, short jump C, cA, hcb, f + A.....
---------------------
Building Power Stocks
---------------------
Aside from attacks strings, there at least 3 ways to build up power stocks.
-Kuzukaze- (hcb, f + P)
If you distance yourself from the opponent or knock them down, you can throw
out Kuzukaze.
The easiest way of throwing out Kuzukaze safely would have to be AFTER a throw.
You are at least guaranteed to get TWO off.
-Aoi Hana- (qcb + A x2)
It's best to use this after dp + A or Ya Otome (qcf, hcb + P).
-Yami Barai- (qcf + P)
Best used from a distance after knocking down the opponent from Ya Otome or a
throw. You basically throw one projectile after the other.
Example: qcf + C, HITS opponent / BLOCKS, qcf + A!
---------------
Playing It Safe
---------------
-Aoi Hana- (qcb + A x2)
Not really as safe as it was in 2k2, but there's gonna be times when you do Aoi
Hana and the opponent blocks it. Now the best thing to do is immediately
perform b, b + B (Yuri Ori Backdash) before the opponent can retaliate after
the blocked attack. This way you can cover some distance between you and the
opponent.
-Yami Barai- (qcf + C)
After blocked stand C or stand C, f + A, A, it's for the best you finished with
a Yami Barai. This pushes you back in safe distance. Can also set up a quick
run and short jump attack.
-Pokes- (far standing C / D)
Poke attacks can be used for both offense and defense. Iori's far sC should be
used after knocking down the opponent with hcb + K, dp + A, or during poke
strings. Far standing C is a safe attack. Not only that, but you can cancel
into special attacks from the move. It's also his best zoning attack IMO. Far
standing D is the type of attack that should be used for zoning, poke strings,
or run and poke tactic. sD suffers from bad recovery time, but has some
priority that can beat out most moves and DM's. Just go with whatever one is
comfortable. Far standing C is probably the best choice.
------
Throws
------
Iori can get throws off easy by simply "Tick Throwing". Tick Throwing is done
by hitting a opponent with a cA/B, then walk up and throw. (cB works best!)
While waking up from an attack, you can get a throw in.
You can also do Iori's Aoi Hana (qcb + A), then throw.
You may do a "FEINT" Short Jump, then Tick Throw.
You can "WHIFF" a jC towards your opponent. When the jC Whiffs, you'll land
right next to the opponent and be able to get a FREE Throw in. But you must
attack with jC real late to WHIFF the jC animation. Ticking Throwing is a
ABSOLUTE MUST LEARN Tactic! Works very well against defensive players.
-------------
MISCELLANEOUS
-------------
-Throws- (f or b + C/D)
Since 2k3 has one throw per character and the recovery is insane on the throws
too. You can JUST FRAME a throw on recovery. Easy way to do this is to
knockdown, then throw out a close sA. Once the sA WHIFFS, this should put you
can the right frame to throw the opponent again. With Iori doing his f + C
throw in the corner works great, because he'll still be near the opponent to
throw them again. All ya gotta do is switch up the buttons (C/D) on the throws.
You can do it infinite times until the throw is broken, depending on the
character and the throw. Cheaty, but effective!
-Yami Barai & Ya Otome-
When you get the opponent's last character down to a pixel of health, from full
screen away, throw out qcf + A, then immediately perform qcf, hcb + P. Right as
Yami Barai hits after Ya Otome is activated, Ya Otome cancels out the damage of
the projectile. Of course Ya Otome never hits and the opponent's life gauge is
completely gone. You can keep doing this until you hit them with a regular
attack.
-Back Dash- (b, b)
During Iori's Back Dash, you can cancel into Yuri Ori (b + B). This will result
with Iori doing Yuri Ori and back dashing further away from the opponent than a
normal back dash.
=======================================================================
VIII. Iori's Entrance and Winning Poses
=======================================================================
Entrance 1-
Iori has his back turned from the opponent with his both hands in his pockets,
while saying, "Sugu raku ni shite yaru." ("I will make this easy."). Then turns
towards the opponent in his fighting stance.
Entrance 2- (Iori Yagami vs. Kyo Kusanagi)
Kyo stands in place with his hands inside his pockets and hair covering his
face, then raises his head towards Iori and says, "Sa, Hajime yo ka?" ("Now,
Are you ready to begin?"). Iori, who is facing the towards the background,
begins to turn his head towards Kyo and responds to him. Then both go into
thier respected fighting stances.
Entrance 3- (Iori Yagami vs. Chizuru Kagura)
Iori will do his "Sugu raku ni shite yaru." ("I will make this easy.")
entrance, as Chizuru waves her arms in a circular motion to create the Mirror
of Yata, to show Yagami that Orochi is still sealed within the mirror.
Entrance 3- (Iori Yagami vs. Kim Kaphwan)
Kim stands with his back slightly turn and his head turn to the background. Kim
proceeds to turn his head and then he begins to open his eyes slowly, while
rising his arm slowly to point at Iori. During this, he says, "Ikuzo!" ("Let's
go!"). Then, Kim goes into his fighting stance. Iori will do his normal
entrance pose.
Entrance 4- (Iori Yagami vs. Ash Crimson)
As Iori does his normal entrance, Ash stands with both hands at his waist, then
holds out a his hand while saying, "Sono chikara, misetemorau yo." (Show me
that power of yours). Ash puts his hand back on his waist, only to revert into
his fighting stance.
Entrance 5- (Iori Yagami vs. Mukai)
As Iori does his normal entrance, Mukai stands with both arms spread out
horizontally, while saying, "Omoishiroi!" (Interesting!). Then, Mukai goes into
his fighting stance.
Win Pose 1- Iori will put his hand on his face while looking down, then Iori
proceeds to start laughing normal, while he slowly rises his head, he starts to
laugh like a maniac.
Win Pose 2- Iori will slouch over towards the opponent with his hands in his
pocket, while saying, "Sonomama shine!" ("Just die there!")
Win Pose 3- (Iori Yagami vs. Kyo Kusanagi)
Iori stands straight up, while he quickly unbuttons his school jacket and white
shirt. Then, simply positions his hand near his chest while talking to the
defeated Kusanagi.
Tag Out Pose-
Iori slouches over with his hands in his pockets.
Time Over Pose- Iori bites and tears a piece of his sleeve from his white shirt
in disbelief of the outcome.
=======================================================================
IX. Extra Stuff
=======================================================================
---------
1. Quotes
---------
Quote 1-
"I'm sick of screams. Why don't you just die?!"
Quote 2-
"Suffer! And writhe in agony!"
Quote 3-
"Burn, baby, burn! Until your blood boils!"
Quote 4-
Look to eternity! Look to the moon and me!"
Quote 5- (vs. Kyo Kusanagi)
"Not even close. This amount of suffering won't appease me..."
Quote 6- (vs. Benimaru Team)
"You small fish! Drown in a sea of blood!"
Quote 7- (vs. Chizuru Kagura)
"You can't escape the Orochi. Both you and I are cursed!"
Quote 8- (vs. KUSANAGI)
"Think I pity you now?! Guess again! ...Die!"
-----------------------
2. Iori's Outfit Colors
-----------------------
A Button: Black School Jacket, White Shirt, Red Hair and Pants.
B Button: Black School Jacket, White Shirt, Purple Hair and Pants.
C Button: Brown School Jacket, Sky Blue Shirt, Dark Grey Hair and Pants.
D Button: Dark Grey School Jacket, Off Green Shirt, Red Hair and Pants.
--------------
3. Damage Data
--------------
Dm - Damage
C.Dm - Counter Damage
G.C - Guard Crush
"/" - A/C or B/D
-------------------
Normal Attack Data:
-------------------
Close A - Dm: 5 C.Dm: 7 G.C: 5
Close B - Dm: 7 C.Dm: 9 G.C: 6
Close C - Dm: 13 C.Dm: 15 G.C: 16
Close D - Dm: 15 C.Dm: 17 G.C: 13
Far A - Dm: 8 C.Dm: 10 G.C: 5
Far B - Dm: 7 C.Dm: 9 G.C: 6
Far C - Dm: 14 C.Dm: 16 G.C: 16
Far D - Dm: 15 C.Dm: 17 G.C: 21
Crouch A - Dm: 7 C.Dm: 9 G.C: 5
Crouch B - Dm: 6 C.Dm: 8 G.C: 4
Crouch C - Dm: 15 C.Dm: 17 G.C: 21
Crouch D - Dm: 17 C.Dm: 19 G.C: 21
Jump A - Dm: 9 C.Dm: 11 G.C: 6
Jump B - Dm: 8 C.Dm: 10 G.C: 7
Jump C - Dm: 12 C.Dm: 14 G.C: 19
Jump D - Dm: 13 C.Dm: 15 G.C: 17
Diagonal Jump A - Dm: 8 C.Dm: 10 G.C: 5
Diagonal Jump B - Dm: 8 C.Dm: 10 G.C: 6
Diagonal Jump C - Dm: 12 C.Dm: 14 G.C: 17
Diagonal Jump D - Dm: 13 C.Dm: 15 G.C: 16
--------------------
Special Attack Data:
--------------------
Sakahagi - Dm: 18 C.Dm: 18 G.C: 0
Ge Shiki: Yumebiki - Dm: 5+13 C.Dm: 6+15 G.C: 8
Ge Shiki: Goufu In "Shinigame" - Dm: 13(10) C.Dm: 15(12) G.C: 8
Ge Shiki: Yuri Ori - Dm: 8 C.Dm: 10 G.C: 0
Multi-Shift Attack - Dm: 8 C.Dm: 9 G.C: 0 (retreat)
Multi-Shift Attack - Dm: 8 C.Dm: 9 G.C: 0 (Tagged)
100 Shiki: Oniyaki - Dm: 14/11x3 C.Dm: 16/11 G.C: 14/8
108 Shiki: Yami Barai - Dm: 12 C.Dm: 14 G.C: 12
127 Shiki: Aoi Hana - Dm: 5+5+12 C.Dm: 7+7+14 G.C: 10, 12, 7
212 Shiki: Kototsuki In - Dm: 4+0+14 C.Dm: 5, 0, 14 G.C: 22, 0, 0
Kuzukaze - Dm: 0 C.Dm: 0 G.C: 0
Ura 108 Shiki: Ya Sakazuki - Dm: 0 C.Dm: 0 G.C: 0
Kin 1211 Shiki: Ya Otome - Dm: 0+3x8+13 C.Dm: 0, 5, 17 G.C: 0
> Ura 316 Shiki: Saika - Dm: 0+2+10 C.Dm: 0, 4, 12 G.C: 0
San Shingi no Ni - Dm: 0+7+5+10 C.Dm: 0, 7, 5, 10 G.C: 0
=======================================================================
X. Updates
=======================================================================
Version 0.5: September 6, 2005
-First Release
=======================================================================
XI. Closing and Credits
=======================================================================
This FAQ is copyrighted work by Raul Torrez, so please don't profit or modify
from the FAQ in anyway. I made this Iori Yagami FAQ for people who are
interested in learning him. If you have any contributions, comments, or
corrections, feel free to e-mail me and I'll credit you. I'll update this FAQ
soon with more stuff like MSA combos and other stuff. Everything I did on this
FAQ is from the best of my knowledge.
I'd like to thank.......
The LORD for blessing me everyday.
Joku for showing me the way to SNK with games like The Fatal Fury/King Of
Fighters Series. Not even you can forget the countless hours we spent on
KoF'96! Some fun times!
Final Showdown for IMPROVING my Gameplay. Thanks again!
SNK for creating The King of Fighters Series. The Future is Indeed Now!
SNK Playmore for developing The King of Fighters 2003 and keeping SNK "ALIVE"!
http://www.snkplaymore.jp/official/kof2003/english/index.html, where I got
Iori's info from.
My Neo*Geo AES System and King of Fighters 2003. Without them both, this FAQ
could not possible.
The King of Fighters 2003 Flame of Nova MOOK. Got a bunch of info from that
MOOK and DVD.
Kao Megura, because I borrowed move names from his KoF2003 FAQ. He also writes
some of the best FAQ's around. The man's The King of FAQ's! Rest in Peace, and
may The Lord watch over you.
http://www.gamefaqs.com for hosting my FAQ along with many other great FAQ's
they have up.
Myself for staying up in the wee hours of the night to get this FAQ done.
And you for taking the time to read this FAQ.
Raul Torrez
Copyrighted (c) 2005