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    Iori by RTorrez

    Updated: 04/03/02 | Search Guide | Bookmark Guide

    The King of Fighters 2001
    Character FAQ on Iori Yagami
    For The MVS Arcade System & The Neo*Geo Home Cart System
    By Raul Torrez (Kim_Kaphwan@tekken.cc)
    This FAQ is Copyrghted Work 2002 Raul Torrez
    
    
    The King of Fighters 2001, SNK, Iori Yagami, other SNK Characters are all
    Registered Trademarks and Copyrighted by SNK Corporation of Japan and Eolith.
    
    
    Contents:
    
    I. Why Iori Yagami?
    II. Iori's Bio and Info
    III. KoF2001'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. Closing and Credits
    
    
    I. Why Iori Yagami?
    
    Let's face it, Iori's a badass. He's got everything when it comes right down to
    it. His speed and strength are great. Iori is a great character for beginners.
    This year, he's got tricks up his sleeve. He also has a New Standing animation.
    So, read on if you wanna know how to use Iori Yagami.
    
    
    
    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: 183 cm
    Weight: 76 kg
    Hobby: His band
    Favorite Food: Meat
    Mastered Sport: Any sport
    Prized Things: His new girlfriend
    Dislikes: Violence
    Seiyuu/Voice Actor: Kunihiko Yasui
    
    
    First Appearance: The King of Fighters '95
    
    Other Game Appearances: The King of Fighters '95-2001, The King of Fighters
    Kyo, 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"
    
    Iori's King of Fighters Team Members:
    KoF'94: N/A
    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
    
    Iori's King of Fighters Background Music:
    KoF'94: N/A
    KoF'95: Stormy Saxophone
    KoF'96: Stormy Saxophone 2
    KoF'97: Cool Jam and MIRTHLESS (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: ????
    
    
    
    III. KoF2001 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
    df- diagonally down forward
    db- diagonally down back
    uf- diagonally up forward
    ub- diagonally up back
    (air)- can be done in the air
    DM- Desperation Move
    SDM- Super Deperation Move
    PK- must be pressed at same time (AB, CD, BC, etc.)
    Xx- can cancel move
    >- follow up
    
    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- any button when grabbed
    Knockdown Attack- CD (can be done standing or in air)
    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)
    Striker Call 1- BC (requires 1 Power Stock)
    Striker Call 2- f or d + BC (requires 1 Power Stock)
    Striker Call 3- b + BC (requires 1 Power Stock)
    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- any button when grabbed
    This does not work in the air, against Benimaru, Mai, Athena, Yuri, Clark, and
    Leona, since they all have air throws. GROUND ONLY!
    
    Knockdown Attack- CD (air)
    If hit by this attack, the opponent will hit the ground. Think of this as a
    Fierce Attack. Not even the falling recovery roll will work after being hit by
    the Knockdown Attack.
    
    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. 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. The only problem with the attack is that it
    does no damage to the opponent. Great to distance yourself from the opponent
    though.
    
    Striker Call 1- BC (requires 1 Power Stock)
    Striker Call 2- f or d + BC (requires 1 Power Stock)
    Striker Call 3- b + BC (requires 1 Power Stock)
    A Striker is a character in the team, which is assigned to HELP/AID your
    character in the fight. Strikers play a big part in battle. Each Striker has a
    different ability to help the character. You still can call Strikers out while
    performing a special move on the ground or in air. There's a new option this
    year, where you can select up to 3 Strikers on your team. You can also call all
    3 out at the same time. Strikers have a BIG IMPACT on your fighter during the
    battle. Here's a list of what the Strikers do for the character.....
    -By picking 1 Striker, your 3 Fighters can get up to 2 Power Stocks.
    -By picking 2 Strikers, your 2 Fighters can get up to 3 Power Stocks.
    -By picking 3 Strikers, your 1 Fighter can get up to 4 Power Stocks.
    -By picking 0 Strikers, your 4 Fighters can get only 1 Power Stock.
    -The more Strikers you chose, the shorter your Power Gauge will be. Meaning, it
    will not take as long to bulid your Power Gauge.
    -Strikers have an IMAPCT on the Strength and Defense of your Fighters. More
    like a Ratio System. The less Strikers you have, the less powerful your Fighter
    becomes. The more Strikers you have, the more powerful your fighter becomes.
    
    Desperation Moves & Super Desperation Moves-
    DM's and SDM's are your Super Moves. In order to use DM/SDM's, you must fill up
    the Power Gauge to stock a DM. You can store up to 4 stocks (determining how
    many Strikers are chosing). Only certain DM's can be SDM's. SDM's take 2 Power
    Stocks to use and must be done by presing 2 buttons, instead of one button.
    
    Super Cancels-
    A new addition to KoF2k1, in which you can cancel special moves into DM/SDM's.
    In order to Super Cancel, you must have a least 2 Power Stocks at the most. 1
    Stock to Super Cancel and the other to perform the DM/SDM. When the character
    starts to flash white, this indicates that you have successfully Super Canceled
    
    Critical Wire Attacks-
    A new addition to Kof2k1. These are attacks based on counters. Critical 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.
    
    Counter Wire Attacks-
    This is basicaly your Counter Attacks. If you hit a Counter Wire Attack, you'll
    be able to add more hits than before. Somewhat making infinites possible.
    
    
    
    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. Iori has a new animation for his cA.
    
    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. Iori also has a new aniamtion for his close sA.
    
    
    B (weak kick):
    standing- A Snap Side Kick which comes out fast. Nice poke attack.
    
    crouching- Quick Low Kick which can be canceled into a crouching A/B or
    standing A/B. Another good combo starter. Iori also has a new animation for his
    cB.
    
    jumping- Forward Snap Kick which can be used as another short jump attack. Good
    air to air attacks well.
    
    close- A Low Kick which is a great combo starter and can be canceled into
    Yumebiki, Oniyaki, Aoi Hana, and Ya Otome.
    
    
    C (strong punch):
    standing- A Mid Slash with his hand, which comes out fast. Cannot be canceled
    into anything.
    
    crouching- Rising Slash to the face, which comes out fast and can be canceled
    into Yumebiki, Goufu In "Shinigame", Oniyaki, Aoi Hana, Yami Barai, Kototsuki
    In, and Ya Otome. Great anti-air move too.
    
    jumping- Downward Hand Chop. Decent jump in so you can link up standing A/B/C,
    Oniyaki, or Ya Otome.
    
    close- A Standard Uppercut which can be canceled into Yumebiki, Goufu In
    "Shinigame", Yami Barai, Kototsuki In, and Ya Otome.
    
    
    D (strong kick):
    standing- A Standard Roundhouse Kick which comes out fast and has great reach
    as well. His Best poke attack.
    
    crouching- A Low Drop Kick which moves forward and comes out fast too. Great
    reach.
    
    jumping- A Side Kick which has great range and a great air to air attack. Good
    short jump attack too.
    
    close- Punt Kick which hits high. Cannot be canceled into anything.
    
    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. It almost covered the entire
    screen. Iori's is very fast and Invincible at the start up of the move.
    
    CD (Knockdown Attack)
    On the ground, Iori moves forward while doing a Shoulder Attack. In the air,
    Iori will do a Double Axe Handle. This move is best used in the air. Using it
    as a short jump attack is even better. You can follow up after the CD attack,
    but only if the attack is a Counter Hit.
    
    
    
    V. Iori's Special Moves
    
    -Throws
    Sakahagi- when close, b or f + C
    Saka Sakahagi- when close, b or f + D
    
    -Command Moves
    Ge Shiki: Yumebiki- f + A, f + A
    Ge Shiki: Goufu In "Shinigame"- f + B
    Ge Shiki: Yuri Ori- in air, b + B
    Ge Shiki: Yuri Ori- b, b + B (Glitch)
    
    -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)
    >108 Shiki: Yami Barai- qcf + A/C   (Follow up from 1st/2nd hit of Aoi Hana)
    >100 Shiki: Oniyaki- f, d, df + A/C (Follow up from 1st/2nd hit of Aoi Hana)
    >212 Shiki: Kototsuki In- hcb + B/D (Follow up from 1st/2nd hit of Aoi Hana)
    >Kuzukaze- when close, hcb, f + A/C (Follow up from 1st/2nd hit of Aoi Hana)
    212 Shiki: Kototsuki In- hcb + B/D
    Kuzukaze- when close, hcb, f + A/C
    
    -Desperation Moves
    Kin 1211 Shiki: Ya Otome- qcf, hcb + A/C
    >SDM Ura 327 Shiki: Yami Sugi- qcf, qcf, qcf, qcf + AC (Following Ya Otome)
    
    -Striker Actions
    Striker Attack- Ura 108 Shiki: Ya Sakazuki
    
    -Super Cancels
    100 Shiki: Oniyaki
    127 Shiki: Aoi Hana
    
    -Critical Wire Attacks
    Unknown
    
    -Counter Wire Attacks
    Unknown
    
    
    Move Descriptions:
    
    Sakahagi- when close, b or f + C
    Iori will grab the opponent's Mid Section, then claws him/her away while the
    opponent falls to the ground.
    
    Saka Sakahagi- when close, b or f + D
    Iori will slide through the opponent, then grabs the back of the opponent and
    claws away while him/her falls to the ground. Good to distance yourself.
    
    Ge Shiki: Yumebiki- f + A, f + A
    Iori will claw the opponent, then following with a backhand. Both f + A's are
    cancelable. The 1st or 2nd f + A can be canceled into Yami Barai, Oniyaki, Aoi
    Hana, Kototsuki In, or Ya Otome. 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 Patterns, 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, this move comes out very
    slow. This move can be comboed from standing or crouching C. If comboed, the
    move becomes cancelable into Yami Barai, Oniyaki, Aoi Hana, Kototsuki In, and
    Ya Otome. It can also become cancelable from crouching or standing A/B.
    
    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 (Glitch)
    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 goes further than Iori's normal back dash.
    
    108 Shiki: Yami Barai- qcf + A/C (Follow up from 1st/2nd hit of Aoi Hana)
    Iori motions his arm while he throws the purple flame from his hand, in which
    the flame moves forward on the ground. The A Yami Barai moves slow, as the C
    Yami Barai moves fast. Yami Barai can also be canceled from Aoi Hana, on either
    the 1st or 2nd hit.
    
    100 Shiki: Oniyaki- f, d, df + A/C (Follow up from 1st/2nd hit of Aoi Hana)
    Iori leaps straight into the air, while uppercutting with the purple flames
    around 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 knockdown. Oniyaki is Iori's Super Cancel move. You have to
    either cancel it on the 1st hit with A/C Oniyaki or the 2nd hit from C Oniyaki.
    Oniyaki can also be canceled from Aoi Hana, on either the 1st 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 3rd Aoi Hana. The 3rd Aoi Hana is an overhead
    attack. Aoi Hana is cancelable on the 1st or 2nd hit with Yami Barai, Oniyaki,
    Kototsuki In, and Kuzukaze. Aoi Hana is Iori's Super Cancel move. You have to
    cancel it on the 2nd hit of Aoi Hana.
    
    212 Shiki: Kototsuki In- hcb + B/D (Follow up from 1st/2nd hit of Aoi Hana)
    Iori runs toward the opponent. If connected, he then 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. Kototsuki In can also be canceled from Aoi Hana, on
    either the 1st or 2nd hit.
    
    Kuzukaze- when close, hcb, f + A/C (Follow up from 1st/2nd hit of Aoi Hana)
    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. The
    first few frames have Invinciblity. Kuzukaze is unblockable too. Kuzukaze can
    also be canceled from Aoi Hana, on either the 1st or 2nd hit.
    
    Taunt- Start
    Iori stands straight with a grin on his face while saying, "Orega kowai noka?"
    ("Are you afraid/scared of me?"). The taunt can be canceled when Iori says,
    "Orega kowai".
    
    Kin 1211 Shiki: Ya Otome- qcf, hcb + A/C
    Iori charges up, 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. C Ya Otome goes full
    screen and can be Super Canceled from Oniyaki and Aoi Hana. Ya Otome also has a
    SDM follow up.
    
    >SDM Ura 327 Shiki: Yami Sugi- qcf, qcf, qcf, qcf + AC (Following Ya Otome)
    After the explosion from Ya Otome, Iori will then launch the opponent up with a
    slash from one arm and claws him/her even higher with his other arm, as Iori
    starts to laugh sadistic, he summons a large purple piller, which explodes the
    opponent. Yami Sugi does a great deal of damage. Some people have trouble
    performing the SDM. The easiest way I perform it, is when Iori grabs the
    opponent during the end of Ya Otome. Right when Iori grabs the opponent, start
    imputting the command. During the explosion, press AC.
    
    Striker Attack- Ura 108 Shiki: Ya Sakazuki
    Iori will slide from out of the screen, then elbows the opponent (if close to
    the edge of the screen) and throws out Yami Barai. If Yami Barai hits, it will
    cause the opponent to launch in the air, while there still is a purple puddle
    on the ground from Yami Barai. After throwing out Yami Barai, Iori will slide
    out of the match. It's not a bad Striker Attack and it's fairly easy to get
    into a combo.
    
    
    
    VI. Iori's Combos
    
    s- standing
    c- crouching
    j- jumping
    cX- cross-up
    (1)- cancel on first hit
    (C)- must be done in corner
    (*)- Super Cancel
    
    (Beginner/Intermediate Combos)
    cB, cA, A/C Oniyaki - 3/4-hits
    cB, cA, A Aoi Hana x3 - 5-hits
    cB, cB, cA, A Aoi Hana x3 - 6-hits
    cB, cA, Yumebiki(1), Aoi Hana x3 - 6-hits
    cB, cA, Yumebiki(1), C Yami Barai - 4-hits
    cB, cA, Yumebiki(1), A/C Oniyaki - 4/5-hits (C)
    cB, cA, Yumebiki(1), Aoi Hana x2, A/C Oniyaki - 6/7-hits
    cB, cA, Yumebiki(1), Aoi Hana x2, Oniyaki, Ya Otome - 14-hits (C)(*)
    cB, cA, Yumebiki(1), Aoi Hana x2, Kototsuki In - 7-hits
    cB, cA, Yumebiki(1), Aoi Hana x2, Ya Otome - 13-hits (*)
    cB, cA, Yumebiki(1), Aoi Hana, Oniyaki - 5-hits (C)
    cB, cA, Yumebiki(1), Aoi Hana, Kototsuki In - 6-hits
    cB, cA, Yumebiki(1), Aoi Hana, Oniyaki, Ya Otome - 13-hits (*)
    cB, cA, Yumebiki(1), Ya Otome - 11-hits
    cB, sB, Yumebiki(1), Aoi Hana x3 - 6-hits
    cB, sB, Yumebiki(1), C Yami Barai - 4-hits
    cB, sB, Yumebiki(1), A/C Oniyaki - 4/5-hits
    cB, sB, Yumebiki(1), Aoi Hana x2, A/C Oniyaki - 6/7-hits
    cB, sB, Yumebiki(1), Aoi Hana x2, Oniyaki, Ya Otome - 14-hits (*)
    cB, sB, Yumebiki(1), Aoi Hana x2, Ya Otome - 13-hits
    cB, sB, Yumebiki(1), Aoi Hana x2, Kototsuki In - 7-hits
    cB, sB, Yumebiki(1), Aoi Hana, Oniyaki - 5-hits
    cB, sB, Yumebiki(1), Aoi Hana, Kototsuki In - 6-hits
    cB, sB, Yumebiki(1), Aoi Hana, C Yami Barai - 5-hits
    cB, sB, Yumebiki(1), Aoi Hana, Oniyaki, Ya Otome - 13-hits (*)
    cC, A/C Oniyaki - 2/4-hits
    cC, Aoi Hana x3 - 4-hits
    cC, Kototsuki In - 3-hits
    cC, C Yami Barai - 2-hits
    cC, Ya Otome - 9-hits
    cA, Yumebiki - 3-hits
    sA, Yumebiki - 3-hits
    sB, Yumebiki - 3-hits
    sB, Yumebiki, C Aoi Hana x3 - 6-hits
    sB, Yumebiki, C Aoi Hana x2, Oniyaki - 6-hits
    sB, Yumebiki, C Aoi Hana x2, Kototsuki In - 7-hits
    sB, Yumebiki, C Aoi Hana x2, Oniyaki, Ya Otome - 14-hits (C)
    sB, Yumebiki, C Aoi Hana x2, Ya Otome - 13-hits (*)
    sB, Yumebiki, C Aoi Hana, C Yami Barai - 5-hits
    sB, Yumebiki, C Aoi Hana, Kototsuki In - 6-hits
    sB, A/C Oniyaki - 2/4-hits
    sA, sA, A/C Oniyaki - 3/4-hits
    sA/B, Oniyaki, Ya Otome -10/11-hits (*)
    jD, sC, Goufu In "Shinigame", Oniyaki - 4-hits
    jD, sC, Goufu In "Shinigame", C Yami Barai - 4-hits
    jD, sC, Goufu In "Shinigame", C Aoi Hana x3 - 6-hits
    jD, sC, Goufu In "Shinigame", C Kototsuki - 5-hits
    jD, sC, Goufu In "Shinigame", C Aoi Hana x2, Kototsuki In - 7-hits
    jD, sC, Goufu In "Shinigame", C Aoi Hana x2, C Oniyaki - 6-hits
    jD, sC, Goufu In "Shinigame", C Aoi Hana x2, Ya Otome - 13-hits (*)
    jD, sC, Goufu In "Shinigame", C Aoi Hana x2, C Oniyaki, Ya Otome - 14-hits (*)
    jD, A/C Oniyaki - 2/4-hits
    jD, Kumebiki - 3-hits
    jD, Kumebike, Ya Otome - 11-hits
    jD, Kumebiki, Oniyaki - 4/5-hits
    jD, Kumebiki, Oniyaki, Ya Otome - 12-hits (*)
    A Yami Barai, Ya Otome - 9-hits
    
    Note: Any combo with Ya Otome can be followed up by SDM Yami Sugi. You must
    have at least 3 Power Stocks to pull it off. This is an example, Ya Otome (1
    Stock), and SDM Yami Sugi (2nd Stock). Or Super Cancel (1 Stock), Ya Otome (2nd
    Stock), and SDM Yami Sugi (3rd Stock).
    
    (Advanced Combos)
    cB, cB, cA, C Aoi Hana x2, Oniyaki, Ya Otome, SDM Yami Sugi - 21-hits (*)
    (requires 3 Power Stocks)
    cX Yuri Ori, sB, Yumebiki, Ya Otome, SDM Yami Sugi - 19-hits
    cX Yuri Ori, sB, Yumebiki, C Aoi Hana x2, C Oniyaki, Ya Otome, SDM Yami Sugi -
    22-hits (*) (requires 3 Power Stocks) (C)
    cX Yuri Ori, sB, Kuzukaze, Kumebiki(1), C Aoi Hana x2, C Oniyaki, Ya Otome, SDM
    Yami Sugi - 21-hits (*) (requires 3 Power Stocks)
    
    (Striker Combos)
    None
    Haven't fooled around with Strikers yet.
    UPDATE this part later.
    
    
    
    VII. Strategies
    Iori can be played both offensive and defensive.
    
    Offensive-
    Iori's best friend is his run. While running, you can roll once close to the
    opponent or use Oniyaki. You can also use his sD or Yumebiki (1st f + A) as
    running poke attacks. Short Jumping also helps too. His Short Jump D and CD
    Attacks are good jump ins. Iori's sB plays a big part for Iori. He can tick
    throw with Kuzukaze from sB (only if sB connects). Iori's sB is his best combo
    starter. You can confuse people with sB, because it hits low. Running and while
    getting close to the opponent, you can use sC. You can follow up anything after
    sC. Yuri Ori plays an important role in Iori's cross-up game. Yuri Ori is worth
    trying to hit. You get free shots after the cross up, because the opponent is
    still STUNNED from the hit. It's best to follow up the cross up with the first
    hit of Yumebiki. Usually, the best time to cross up the opponent, is when you
    knock them down with a attack and there still trying to recover. Just run and
    cross up.
    
    Defensive-
    Yes, Iori is good at turtling. His Yami Barai Lure is still alive and well.
    Basically, you throw out Yami Barai and either wait for the opponent to make
    there move. There are only a few options the character can do, jump over the
    fireball or towards Iori, roll past the fireball, or just block. If the
    character decides to jump toward Iori, you can either use Oniyaki or Ya Otome
    as anti-airs. If they decide to roll past Yami Barai, you can do Kototsuki In
    or Ya Otome. There is a way to avoid the trap as well. Short Jumping with or
    without an attack. Iori's cD is a great way to keep the opponent back, since
    it's range is quite good. Iori's sD makes a great poke attack too. Iori's jD
    and CD Attacks are his best air-to-air game. CD Attacks works as a means of
    defense too.
    
    Recovering-
    Iori's wake up move would be Oniyaki. Iori's throws and Kuzukaze works as well.
    
    Aoi Hana-
    Iori can play mind games with this move. Since Aoi Hana has 4 follow ups which
    are Yami Barai, Oniyaki, Kototsuki In, and Kuzukaze. You could throw Yami Barai
    out from full screen and start doing Aoi Hana x2, then you can cancel into any
    of the follow ups. Be doing this, can cause more confusion for your opponents.
    If the opponent blocks Aoi Hana 1 or 2, always b sure to cancel Yami Barai. By
    doing this, you space yourself away from harms way, unless the opponent uses
    Guard Escape or Guard Knockdown Attack.
    
    That's all I have for now. I'll be sure to update with more stuff.
    
    
    
    VIII. Kim's Entrance and Winning Poses
    
    Entrance 1- Iori has his back turned from the opponent, 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)
    In the middle of teh screen, Kyo and Iori stand next to each other. Kyo then
    rises his head towards Iori and says, "Temee no hono ga nanin iru da?" ("What
    color is your flames?"). Iori then turns his head towards Kyo and says, "Ita
    non koto wa sore dake ka? Naraba....." ("Is this all you have to ask? Well
    then....."). As Iori is done speaking, they both let loose there flames, which
    result in a explosion, and causes them to return to there start positions.
    
    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.
    
    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!")
    
    Time Over Pose- Iori bites and tears a piece of his sleeve from his white shirt
    in disbelief of the outcome.
    
    Striker Call Pose- Iori poses while raising his arm in the air with his finger
    pointing to the sky.
    
    
    
    IX. 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 Striker Combos and other stuff. Everything I did on
    this FAQ is from the top of my head. I hope this FAQ helps people out.
    
    I'd like to thank.......
    The LORD for blessing me everyday.
    
    Joku for showing me the way 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!
    
    SNK/Neo*Geo for creating Iori Yagami and The King of Fighters Series. The
    Future is Indeed Now!
    
    Eolith for devloping The King of Fighters 2001.
    
    King of Fighters 2001 OST, where I got Iori's info from.
    
    My Neo*Geo AES System and King of Fighters 2001. Without them both, this FAQ
    could not possible.
    
    Kao Megura because I got Iori's move names from his KoF2000 FAQ. He also writes
    great KoF FAQ's too. The man's The King of FAQ's!
    
    http://www.gamefaqs.com for all the great faqs they have up.
    
    And you for taking the time to read this FAQ.
    
    
    Raul Torrez
    Copytrighted (c) 2002
    

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