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    Iori by MChi

    Version: 1.2 | Updated: 01/02/00 | Printable Version | Search Guide | Bookmark Guide

    Iori Faq v.1.2 (c)1-2-2000
    Game: King of Fighters '99: Millennium Battle
    Platform: Neo-Geo
    Author: Minh Chi
    Email: squallff896@aol.com
    Note: This is a revised version, so anyone who had read this before, 
    read it again because there is new information.
    Hi there! Once again I write another faq for one of my favorite 
    characters (the 1st one is my Shin Kyo faq which can be found at 
    www.gamefaqs.com). I plan this faq for players who has basic 
    understanding of the game such as blocking, sliding, different jumps, 
    etc. What this faq is to help you have a better understanding of using 
    Iori's move effectively, when to use a move, and some combos that will 
    help you. Hope you like it!
    One important note is that if you find anything wrong or feel that 
    there is something missing in this faq! Please tell me! The only way I 
    know if this faq helps is if there is feedback from players. If you 
    also like partial credit to this faq, just send me hints and tips not 
    listed in this faq. Really appreciate it!
    Disclaimer: Please do not and I repeat do not sell or plagiarize this 
    faq. This is only for your personal benefit to get better with using 
    Iori. If you want to use part of this faq or if you want to post this 
    faq on your site, please consult me first.
    OK, on with the faq! Here's a short outline of this faq.
    I. How to access Iori
    II. Basic & Special Moves
    III. Striker
    IV. Strategy
    V. Combos
    VI. Conclusion & Reference
    I. How to access Iori
    Okay, if on the bottom of the title screen, it does not have <I> there, 
    that means Iori is not selectable yet. To get him selectable, start the 
    game using a random team. The team must consist at least 3 of the 
    following characters: Athena, Kensou, Mary, Kasumi, King, Kim, Jhun, 
    and others. It's going to be random select anyway so this information 
    is useless! Just for your information. Once you beat a team (human or 
    CPU) with the required characters, there will be a code on the top of 
    the victory screen. Now there should be an <I> on the bottom of the 
    title indicating you can select Iori. 
    Now start the game and go to the ?. Hold start and press right, left, 
    up, right, down, left and Iori will appear where the crescent symbol 
    was (under Kyo-2).
    II. Basic & Special Moves
    Here's the legend:
    qcf-quarter circle forward
    qcb-quarter circle back
    dp-dragon punch motion
    rdp-reverse dragon punch motion
    hcf-half circle forward
    hcb-half circle back
    x2-do motion twice
    db-down back
    df-down forward
    ^-corner combo
    *-super move or preferably called desperation move (DMs for short).
    jump-jump forward
    K-any kick button
    P-any punch button
    >-can be canceled in counter mode
    Far Standing:
    A-A far jab. Weak in damage and not comboable. Definitely useless!
    B-A short low kick. Weak in damage.
    C-A slash. Has a nice range and is comboable. Better to use this than A 
    or B.
    D-A far roundhouse. Definitely the best range but too slow for my 
    liking. Use this for pokes only!
    Close Standing:
    A-A jab. Weak in damage and comboable. It's okay to use this but there 
    are better buttons to use!
    B-A shin kick. This hits low (kind of obvious) so you can use it for 
    mind games. Too bad nothing can combo after this.
    C-An upward slash. Comboable and high damage. Use this in your combos. 
    Even if you don't get close enough, you will still do the far C which 
    can then be buffered into a special move.
    D-A high kick. Uncomboable and high damage. I feel C is much better 
    A-A low jab. Comboable but weak in damage. 
    B-A low swift sweep. Hits low and low A/B will chain after it. Not bad!
    C-I don't know how to describe this move but it has great priority as 
    an anti-air move and is comboable.
    D-A high sweep. This can actually trip someone in the air if timed 
    right. Just make sure you are using the tip of the sweep (just make 
    sure you have sufficient distance from your opponent). One note of 
    advice, this sweep has horrible recovery. If your opponent blocks, you 
    can be countered with a sweep or some other move that is quick. So 
    don't use this excessively.
    Vertical Jump:
    A-A weak punch. Don't even use this! Its weak and has extreme short 
    B-A far kick. Has great air priority and range, but the damage it 
    inflicts is too weak! Useless!
    C-An air hammer. High damage but short range. I find the hit detection 
    very hard. Not preferred!
    D-A far kick. Now this is what I'm talking about! Use this as your jump 
    all the time. It also misses quite often if your opponent is ducking, 
    especially a character like Whip or Bao.
    Horizontal jump:
    A-same as vertical jump. Useless!
    B-similar as vertical jump. Useless!
    C-similar as vertical jump. OK but not preferred.
    D-same as above. The best!
    Knockdown (CD)-The ground version has priority in range and quickness. 
    It's also comboable but not preferred. The air version is useful in 
    causing guard crush. Since Iori has quite a low jump, this is well 
    suited and hard to counter.
    Slide attack (AB, then any button)-The range is horrible but what can 
    you do about it.
    Special+Super Moves:
    Yumebiki (f+A,A)-Not useful by itself but when chained after a normal 
    move, will do more damage for your combos. Only use this in a combo. 
    Goufu In "Shinigame" (f+B)-A very slow overhead. Use this for high-low 
    mind games. Note that if you chain this after something like standing 
    A/B/C, it won't be an overhead but you can combo special or super 
    Yuri Ori (in air, b+B)-This is the one move I rarely see anyone use in 
    the arcade. Its actually a move used for crossing over. One use I find 
    for it is when you are hopping back (tap b,b), you can use this hop 
    back a farther distance. But its best use for confusion! When you mix 
    this up with regular jump ins, you'll find yourself getting some easy 
    hits. Note that you must hold foward and B and not press back and B 
    when attempting to cross-over! Further information can be found in the 
    strategy section.
    >Yami Barai (qcf+P)-This is one of the advantages in using Iori, the 
    ability to shoot a far screen projectile. This will also hit your 
    opponent when they are down though I can never find the proper time to 
    use it. Also great to use on an opponent waking up! Be careful not to 
    over-abuse this move because it is easily jumped over and the recover 
    is quite slow.
    Aoi Hana (qcb+Px3)-This is definitely the meat to Iori's combos. 
    Remember to stop at the 2nd qcb+P if blocked. The 3rd is an overhead, 
    in case your opponent blocks low. My only criticism for this move is 
    that it is extremely weak to low attacks such as sweeps.
    >Oniyaki (dp+P)-Iori's best anti-air move. Its recovery though is not 
    super fast. You can get sweep or supered! My greatest advice is never 
    use this when your opponent is dashing or sliding. Your opponent may 
    trick you into doing it and they will safely slide over, and in most 
    scenario, kill you. Remember never to use the C version!
    Tsumagushi (dp+K)-This is similar to Orochi Chris's qcb+P except that 
    it is hella better. This will go over most sweeps (except for Iori) 
    giving you invulnerability to low attacks. It can also be buffered into 
    Aoi Hana (qcb+Px3) for extra tick damage and ensured safety. Note that 
    you can easily get hit out of this move though with an uppercut or kick 
    so don't use this excessively. One criticism is that it is not 
    comboable (except after Shingo's striker).
    Kototsuki In (hcb+K)-This move looks great and is fast but has 
    extremely horrible recovery. Never, and I repeat, never use this move, 
    except in combos. Even in a combo, this move has a high chance to miss 
    or becomes blockable which means you are going to get hit back with 
    some massive, painful combos.
    Kuzukaze (when close, hcb,f+P)-Iori's throw which causes no damage but 
    leaves your opponent open for a *Ya Otome (qcf,hcb+P) or a sweep. Its 
    not as useful as it was in '97 where it can be used in a combo where 
    now it isn't. I also find it hard to lay this on an opponent regardless 
    in how good you are with using Iori.
    *Ya Otome (qcf,hcb+P)-Iori's only good DM in my opinion. It is the only 
    DM that can be used in a combo and has anti-air priority. I still 
    prefer the SDM in '98 rather than what it looks like now. Note of 
    advice, use this only in the right time because it has horrible 
    recovery. If you miss, you dead! Doesn't get any simpler than that.
    *Saku Tsumagushi (qcfx2+K)-I still prefer the old DM Iori had in '97-
    98. This has the same opening animation as Tsumagushi (dp+K) so use it 
    the same way. The only time I find this better to use than *Ya Otome is 
    after a striker such as Maxima or Benimaru because it will "completely" 
    hit unlike *Ya Otome. The damage for this move is very weak though, 
    making it not appreciable to use.
    III. Striker
    Iori was definitely not made to be a striker. He will run in and do his 
    ground freeze from '98. Very hard to combo after considering the 
    limited time your opponent is frozen. It will also hit an opponent when 
    they are down. In my opinion, its too slow and easily blocked or 
    avoided like the many other strikers. The Striker system is so 
    disappointing! Anyways, if you want a good striker, use Shin Kyo, 
    Robert, Kim, Athena, or Bao. Iori is at his best as one of your 
    fighters, not a striker.
    IV. Strategy
    Take note that the strategy here may not be useful or you may see that 
    the information here is useless or not your playing style. This is very 
    general so some of these strategies will not work on some opponents.
    Anyway, here they are:
    -Remember the biggest advantage is the ability to shoot projectiles. 
    With Iori's projectile Yami Barai (qcf+P), you can zone opponents. If 
    they jump late, just use his Oniyaki (dp+P) if close and his low D if 
    kind of far. If they slide, they are still open to *Ya Otome or Aoi 
    Hana. Also use this on opponent waking up! Most players tend to try and 
    wake up with supers or uppercuts. This will stop them dead in their 
    tracks. Be careful though not to use this predictably. If your opponent 
    is able to predict when you use your projectile. They can easily jump 
    over and kill you!
    -What are Iori's anti-air moves? Well, there is the faithful Oniyaki 
    (dp+P), low C, and for maximum damage, *Ya Otome (qcf,hcb+P). If you 
    have super, just go for *Ya Otome. For any other situation where your 
    opponent jumps or is airborne, just use Oniyaki. It has about a 80% 
    success rate! Use low C whenever you can't dish out Oniyaki (due to 
    reaction time and time to do the motion on the controller) in time. If 
    you want extra tick damage, after the low C, use Yami Barai (qcf+P) or 
    Tsumagushi (dp+K).
    -Now onto the safety moves. Iori's projectile if blocked is definitely 
    safe. Tsumagushi (dp+K), buffered into Aoi Hana (qcb+Cx2) is best for 
    safety. Anytime you are doing a blocked combo, end it with Tsumagushi 
    buffered into Aoi Hana. You'll not only build super, you can also cause 
    blocking damage. Use this technique at every opportunity. After a 
    knockdown attack (CD), blocked C into f+A, and others. There is a 
    slight chance there will be guard crush or your opponent might slip and 
    you will make contact. End the Aoi Hana if everything connects! 
    -Kuzukaze (close, hcb,f+P) maybe kind of hard to hit but it should at 
    least be learned how to be used. The trick to use this is to force your 
    opponent to just defend. There are multiple ways to do this. One way is 
    to dash and when close enough, use Kuzukaze. Mix it up by sometimes 
    just going for Kuzukaze and sometimes slide then attack, or slide into 
    Kuzukaze. Be alert that when sliding, a lot of players like to throw. 
    Use the throw cancel (pressing C or D when in throw frames). Another 
    alternative is jumping! By jumping in and doing nothing, when you land, 
    use the Kuzukaze. Mix it up with jump D and you'll get some results. 
    Now what can you combo after Kuzukaze? The only move I know that works 
    really well is *Ya Otome (qcf,hcb+P). Aoi Hana C version will also hit 
    but that's all the move that will connect afterwards. Yes, it's quite 
    pathetic that all this hard work to dish out Kuzukaze just to chain 
    these moves afterwards. But the only purpose of Kuzukaze is to open 
    your opponent for an attack.
    -Iori's extreme low jump maybe disadvantage to projectile characters 
    such as Bao, but it also has a huge advantage if used correctly. Here 
    I'll explain a simple technique that will help you win most battles. 
    Use Iori's short or far low jump D continuously. It is very difficult 
    to counter, even with an uppercut. Mix it up with low jump CD, standing 
    C into f+A, Tsumagushi into Aoi Hana, or throw and you'll find yourself 
    with some easy victories. The trick here is the use of aggression and 
    random attacking. Your opponent not only can't attack and counter, they 
    also can't block. Once in a while you'll also get a guard crush which 
    will open your opponent to immediate punishment. Just continue using 
    offense. If they use a CD counter on you, that's OK! It didn't cause 
    you any damage and they wasted a super for nothing except to just get 
    pummeled with more offense. Note that this strategy is definitely not 
    preferred. It is only a form of "winning" tactic. This not only takes 
    the fun out of the game, it also is a show of unskilled fighting. 
    -Here's some tip that was mailed to me that should help you! Iori's 
    crossover move Yuri Ori is great for confusion. When any chance you 
    knockdown an opponent, immediately dash in and use this move. Chances 
    are that your opponent will block the wrong side. Once it hits, nail 
    them with some combos. When you mix this with a regular jump D, you'll 
    get some surprising results. Your opponent will eventually make a 
    mistake and end of blocking the wrong way. Now, here's my 2 cents! It 
    is extremely difficult to crossover! Due to Iori's low jumping 
    abilities, there is usually no way to jump over your opponent. Every 
    knockdown move Iori has can be safe land so don't even dream of ever 
    crossing over. Of course I'm referring this to good opponents. But 
    whenever you can crossover due to your opponent's mistake, go for it, 
    it will prove useful.
    So there you have it the strategy section. Hope this was useful to you!
    V. Combos
    Now we reach the final part of the faq, the combos! Everything here is 
    self-explanatory so I'm not going to give too much in depth 
    The combos will be split into 5 sections: 1) beginners-anyone can do 
    these combos, 2) intermediate-anyone after a couple games can do these 
    combos, 3) advance-requires a very clear understanding and experience 
    to do these combos, 4) counter-requires a very clear understanding of 
    counter mode and abilities. Range from intermediate to advance, and 5) 
    striker combos-combos using your striker. The least combos you will use 
    will be the advance and counter combos listed here because of the 
    impossibility to dish them out at the right condition. Anyway here they 
    1. jump D, s/cC, Yami Barai (qcf+P)/Aoi Hana (qcb+Cx3)/Kototsuki In 
    (hcb+K)/Yumebiki (f+A)
    1. jump D, sC, Yumebiki (f+A), Aoi Hana (qcb+Cx3) (this is Iori's 
    strongest combo without using super and strikers!)
    2. Tsumagushi (dp+K), Aoi Hana (qcb+Cx3)
    3. jump D, s/cC, *Ya Otome (qcf,hcb+P)
    1. jump D, sC, Yumebiki (f+A), *Ya Otome (qcf,hcb+P)
    2. !Yuri Ori (air b+B), sC, Yumebiki (f+A), Aoi Hana (qcb+Cx3)/*Ya 
    Otome (qcf,hcb+P)
    3. !Yuri Ori (air b+B), sB, Yumebiki (f+A,A), *Ya Otome (qcf,hcb+P)
    1. jump D, sC, Yami Barai (qcf+C), *Saku Tsumagushi (qcfx2+K)
    1. !Yuri Ori (air b+B), Terry striker (BC), *Ya Otome (qcf,hcb+C), *Ya 
    Otome (qcf,hcb+C)/*Saku Tsumagushi (qcfx2+K) (note: you must have 2 
    stocks and have Terry as your striker. Basically what happens is that 
    you will perform your *Ya Otome but Terry will stop it with his 
    overhead geyser. Now that they are juggled, either perform *Ya Otome 
    again or *Saku Tsumagushi)
    There are of course many other combos that I have not listed here! 
    These are just the ones I use more generally. 
    VI. Conclusion & Reference
    Well that concludes the Iori faq. I would have to say that this is not 
    as good as my Shin Kyo faq (the truth is that I'm not really good with 
    Iori), but hopefully this faq will prove useful for any player who is 
    interested in improving their skills with Iori.
    I like to thank my friends for giving me some good advice and pointers 
    to improve my faqs. They give me a lot of positive and negative 
    feedback which is great. If anyone reading this faq give me some 
    feedback that would also be great. I like to also thank all the 
    opponents I have fought because without them, I would not know what 
    strategies to write about.
    Reference: Kao Megura
    Faq: KoF '99 General Faq (can be found at www.gamefaqs.com or 
    Comment: Once again I borrowed his movelist names. Read his faq first 
    for general info on KoF '99! If Kao you are reading this, sorry for not 
    asking for your permission first!
    Reference: Kyoji
    Comment: Thanks for the feedback! Though I am still kind of bias of the 
    use for Yuri Ori, I included the tips and some combos you gave me in 
    this faq. The reason is because I use the strategy you said but it 
    turned out very bleek. Players could easily prevent being confused.