- Iori plays like a high functional rush down character with a brutal, multipurpose move set that will help excel in close combat against any opponent. Iori is a very consistent and powerful character to play, especially if he has meter to spare for big damage.
- Special Moves
100-Shiki Oniyaki
dp + P
A standard "dragon punch"-like attack. The A version starts up faster but lacks invulnerability while the C Version is almost negligibly slower but has more invulnerability compared to most "dragon punches" in the game. This attack is super cancelable and is mostly used during Max mode combos. The main issue is that this moves a lot horizontally before Iori starts rising upwards so there is a blank spot, especially when Iori is cornered, where the opponent can pass over Iori's Oniyaki. In that case, Close C would work better as an anti-air in those situations since it has directly vertical coverage and is fast to tag most opponents anyways due to its 2-3 frame start up. So Close C, Oniyaki, and Iori's many air-to-airs and anti-airs all have to work in conjunction to support each other.
108-Shiki Yami Barai
qcf + P
A standard grounded projectile. Within the context of Iori's move list, this functions more like a sweep than Iori's real sweep. Although it's hard to get in around a good Iori player, this projectile is really easy to punish if lazily used as most players can just hyper hop, super jump, or make it over the fireball and get a big combo on Iori. So to clearly state it, Yami Barai has significant amounts of recovery. Due to the range and chip however, this move is really good at coaxing players to want to jump often thus enticing Iori to be more patient and anti-air appropriately. When opponents want to stay grounded, then it's a good time to occasionally throw out a Yami Barai and pressure opponents to want to go airborne. It's good in block strings but if used too predictably it could be punished by a guard cancel roll used on the normal Yami Barai was canceled into.
127-Shiki Aoi Hana
(up to 3 times) qcb + P
Iori's rekka series that supposedly is a green or blue flower. In addition to its good speed, it has pretty good vertical coverage against hops and generally good horizontal range to catch most things in general. The A version is a bit safer than it usually is in other KOF games even if space correctly the last hit could even be hard to punish, even safe. The general rule is that other than the first hit of the A version of Aoi Hana, Aoi Hana can and should punish Aoi Hana on block. This move has the tendency to also punish other attacks that are generally difficult to punish thanks to its speed and range and since it's a special move, it's easier to use ASAP due to being a special move thus enabling reversal window buffer timings. Generally though, the last hit of this move is not only overhead but largely unsafe on block in most situations and it should be avoided unless it's guaranteed to hit.
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- KOF 2002UM - Nikolai-保力達 (IORI Best Rounds)
KOF 2002 Unlimited Match
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