Iori Yagami/Move List

Overview


Iori is a notoriously offensive Rushdown Character with powerful simple combos that can lead into vortex situations off of guaranteed hard knockdowns, though players would need to be careful as failing to master Iori would prevent using him to his full potential due to his laggy attacks and slow walking movement can easily lead him being punished for misuse of his tools. Iori is surprisingly an avid zoning-type character, as his Yami Barai gives him an advantage in keep-away due to the movement styles in KOF.

His most popular command normal, Geshiki: Yuri Ori (Outer Method: Lily Snapper), is a backwards kick that is meant only for crossing up making Iori unique in this aspect. In most games as of KOF '98, Iori can use it in a backdash for a quick getaway. From there, Iori conned the discovery of certain midair attacks being available during a backdash.

Due to Iori losing his flames at the hands of Ash Crimson during the climax of The King of Fighters XI, his moveset had been revamped for The King of Fighters XII and The King of Fighters XIII. His flameless fighting style appears somewhat faster (albeit less mobile) in KOF XII and KOF XIII; his combos seem to have become easier to chain with a slightly higher priority, but he revolves around being far more meter-reliant for both his Power and HD in order to maximize his combo damage. His old moveset returns as a separate version of Iori, titled "Iori who has recovered his Flames", or "Flame Iori" in the console update Arcade "Climax" version of KOF XIII.

Starting with KOF XIV, he returns back to his Flame based moveset, while also containing elements of his Flameless moveset.

Fatal Fury series
To be added soon...

Neo Geo Battle Coliseum
To be added soon...

Trivia

 * Iori's Sanjingi no Ni move is based upon the canon ending of The King of Fighters '97, in which the special edit-only Team Sacred Treasures seals Orochi.
 * Kuzukaze used to be a normal kick throw in KOF 95 that throws the enemy to the opposite direction. From 96 onwards, it is now a command throw that does not knock down the enemy, and the Saka Saka-Hagi takes its place as the kick throw.