Kin 1211 Shiki Ya Otome

Kin 1211 Shiki Ya Otome (, "Forbidden Method 1211: Eight Maidens"), also shortened as Ya Otome (, "Eight Maidens") or dubbed affectionately as the "Maiden Masher", is one of Iori's Super Special Moves in The King of Fighters series, and is one of the prime gifts given to the Yasakani-turned-Yagami clan by Orochi as one of their most deadly signature techniques.

Due to this proxy, Goenitz is able to access a stronger "true" version of this attack.

Description
Iori raises his arms in the air while saying "Playtime is over!". Then he dash-slides forward with his forward roll animation, and attacks the opponent 7 times with a series of punches and claw swipes, ending with grabbing his foe with a Hikiri Kine to explode them in a burst of purple flames.

The MAX version has Iori temporarily going berserk where he howls while rearing back before the dash. Upon connecting, he roars and grabs the opponent with his crouching heavy punch animation, to which he upon dragging them down to the ground then gouges at their body a bit (he gouges less times in 2002, NeoWave and 2002 Unlimited Match compared to the Orochi Saga games). After then looking back behind himself at the camera, he then hammers the downed victim with both arms a few times before one final smash that causes an explosion and returns him to normal.

Unlike most "ranbu-styled" supers, the sped-up animations just before the grab finisher have consisently in a majority of games been this in order just before the Hikiri Kine finisher: With only either the initial forward rush or the Hikiri Kine finisher, the attack adds up to 8 total strikes in ode to its name (some games do not have the Hikiri Kine grab count as a hit for the combo counter). However, there exist versions of the attack that exceed this total hit/strike count.
 * Close standing light punch
 * Far standing light punch
 * Close standing heavy punch
 * Flameless Yami Barai animation
 * Far standing heavy punch/Yumebiki first input
 * Yumebiki second input
 * Far standing heavy punch/Yumebiki first input

Stronger versions of the attack without involving Iori's Orochi Blood taking over (or lack of Orochi's existence being strong dream-game-or-not) often have Iori explode the foe a few extra times before one final burst of the Hikiri Kine.

Due to Ash Crimson stealing Iori's flames at the end of The King of Fighters XI, Iori's Ya Otome's finisher is slightly different in The King of Fighters XII and XIII. Instead of ending with his Hikiri Kine, Iori instead lifts the opponent in the air akin to a cross-chokehold and rips them apart them in an X-shaped motion. The flameless Yami Barai animation is also replaced with his Akegarasu animation.

Likewise, the stronger EX version of the attack used without his flames even has an altered ranbu animation sequence in this order just before the grab finish: Thus outside of niche cases like the GB port of KOF 96, KOF Neo Blood and Goenitz's variations, this version of flameless Iori's Ya Otome can go up to 20 hits in total.
 * Close standing light punch done twice
 * Far standing light punch
 * Close standing heavy punch
 * Akegarasu animation
 * Far standing heavy punch/Yumebiki first input
 * Yumebiki second input
 * Shougetsu animation
 * Nueuchi animation
 * Far standing heavy punch/Yumebiki first input

In Capcom vs. SNK 1, 2 and for Orochi Iori in SvC Chaos and 2002, different explosions finishers have been involved:
 * Level 2 Ya Otome involves Iori/Orochi Iori using the face-grab-portion of the Kototsuki In to push the foe into the ground before the explosion. Orochi Iori finishes his Ya Otome in this manner in SvC Chaos and 2002.
 * Level 3 Ya Otome has Iori/Orochi Iori perform an animation akin to the Kuzukaze on the foe (only they're forced across the background instead of the foreground) that makes them fall to the floor, then Iori/Orochi Iori places their palm onto the victim's body akin to a defibrillator to cause continuous explosions to occur before then bringing up their whole arm to smash their palm onto the foe for a bigger one that knocks them away akin to Kototsuki In's hit effect.

Apperances

 * The King of Fighters '95
 * The King of Fighters '96
 * The King of Fighters '97
 * The King of Fighters '98
 * The King of Fighters '99
 * The King of Fighters 2000
 * The King of Fighters 2001
 * The King of Fighters 2002
 * The King of Fighters 2003
 * The King of Fighters XI
 * The King of Fighters XII
 * The King of Fighters '98 Ultimate Match
 * The King of Fighters 2002 Unlimited Match
 * The King of Fighters XIII
 * The King of Fighters XIV
 * The King of Fighters XV

Trivia

 * The name's original relates back to the "Legend of Orochi" folklore, where eight maidens were offered as a sacrifice to the Yamata-no-Orochi.
 * The King of Fighters XI and Neo Geo Battle Coliseum are the only games where the Hikiri Kine explosion for Iori's default color scheme is not colored purple, and instead is colored bright-orange akin to normal fire.
 * However, some of Iori's alternate colors in the latter game can cause the explosion to become purple once more.