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Better Iori players could punish rolls on reaction with a Close C or Crouch B, Crouch A into a combo but if that's too difficult for the beginner, using Far D is a handy substitute that helps newer players adjust to punishing rolls on reaction thanks to the large amount of active frames. It's a great kick that covers a decent amount of space, is hard to whiff punish, comes out moderately fast, and has many active frames. Most new players use this attack after Scum Gale and combo into a knockdown attack because it's easier than running up and trying to land a Close C.
![combos kof 2002 iori combos kof 2002 iori](https://dreamcancel.com/wiki/images/9/99/Kof02ummovelistathena.png)
It also may be used as a frame trap of sorts from close up but it somewhat ends Iori's momentum and canceling into something like a projectile might be too risky due to Guard Cancel Rolls. It's not as fast as nor as far reaching like Far D so it doesn't punish as many moves, but this move is cancelable and could combo into Yaotome or Aoi Hana for the knockdown. So overall this move is just a small tool to ensure momentum at little repercussion.
![combos kof 2002 iori combos kof 2002 iori](https://www.fightersgeneration.com/characters3/shermie-hq2.jpg)
After a Far B on block, the player may choose to trap with something like Far D to catch anyone trying to get out, with a slow projectile just in case the opponent tries to counter poke (be careful of opponents trying to roll at this moment as well as with the Far D), a hop in, or even a run up/walk up Crouch A or Close C and confirm the hit into a combo or continue pressure. If Iori uses Close C from point blank, Far B generally should touch the opponent and keep he or she blocking. Iori's furthest range light attack that is typically used from mid-close ranges after a small block string just to check and keep sure the opponent is still blocking. Doesn't have too much use otherwise but something inside Iori's tool set. It doesn't have much vertical height and is mainly use for pressure situations such as running forward and tipping the opponent with the jab on block then frame trapping afterwards with a run up/walk up Crouch A into Aoi Hana. It's pretty much a more limited Close C that comes out a bit further away from Iori than Close C. What makes this different form Close C is that it isn't cancelable and is a bit slower, but has a slightly larger activation range and could catch jumping opponents from minute ranges where Close C won't come out. Iori brings up his leg high and covers a similar range as his Close C. It has great vertical range that is pretty hard to contest and is safe on block.Ĭl.D – Rising kick. Thanks to Iori's great Close C, the player could do something like an empty hop into normal throw to snag a character on the way out. It functions well as a normal throw option select since many opponents do not want to receive a Scum Gale into a devastating combo so they opt to jump, hop, or back dash out. A very fast uppercut that combos into many other attacks. Iori can also combo into Scum Gale from Close as long as he's point blank as well.Ĭl.C – Fast uppercut. Upon hit from point blank, Iori could link a Close C with a 2 frame window to do so. What's neat is that it chains from Crouch B and a double hit low chain helps break Alternate Guards, discouraging the opponent from trying it too often. Iori kicks by sliding his foot strangely. If Iori meaties with this on the opponent's wake up, it can link into Close C.Ĭl.B – Weird looking foot slide. It's one way of establishing pressure from close up without much committal. Iori once said that Yayoi's house is as big as her (Iori)'s dog's house.Ĭl.A – Quick jab from the side. Iori is shown to be close to Yayoi, she once invited her to sleep over at her house. The stuffed rabbit that she carries around with her constantly is named "Usa-chan", which has been with her since she was little, especially because she is frequently left alone in the house. She does, however, have a much softer side that she shows from time to time, making her personality that of a perfect tsundéré character. Iori hates being overshadowed by her father and brother. Although she is quite polite and refined on stage and in public, when with the Producer and other girls she has a very sharp tongue and is quick to berate other people's intelligence (especially the Producer's).Īs a result of having two older brothers, Iori has grown up with a deep complex of hating to lose, and thus rarely shows any weaknesses. The daughter of the owner of the Yagami group, one of the associates of the 765 Production President.