Ge-Shiki Yumebiki (
KOF '95 | ![]() ![]() |
KOF '97 onwards | ![]() ![]() |
CVS2 | ![]() ![]() ![]() |
Description[]
Iori swipes at his opponent with his leading hand via his far standing animation (the Ura 9 Shiki), and quickly follows-up with a slight-upward backfist in front with the same arm.
Unlike the original far standing animation, the first input of Yumebiki often has less base damage on its own while still counting as a command normal (meaning it can be cancelled into from any cancel-able normals).
Strategy[]
A vital move to Iori's offenses, both inputs of Yumebiki serve as bread-and-butter combo tools that Iori can combo into and out of for most of his damage. While strict due to the quickness of the first input (likely having less of an attack level than the aforementioned standing ), it has the same special-cancel routes as the said normal, even being able to even super cancel off of it into supers like the Ya Otome with enough meter.
Despite this, both inputs are cancel-able both into specials and supers, and depends on the situation as to which input is worth cancelling out of. However, some games may have the first input only cancel-able into supers, especially during the NESTS Saga games (primarily in KOF 2002, Neowave and 2002 UM) which hampers his combo range by quite a bit and make buffering the first input into a super rather difficult.
However, the second input while also cancel-able into specials and supers alike, may often whiff if there is too much pushback involved in the combo, making it only worthwhile to cancel into during shorter combos or if Yumebiki is used as an early starter on its own. This can be true if the prior hits were not executed closer enough to the foe.
Even then in many games, Yumebiki's second input requires a very quick early tap to execute, as any slower past the frames where it does register will cause the backfist to not come out. This also however, provides a benefit to Iori where the player can quickly buffer into a super during this period.
Capcom vs. SNK 2's version of the Yumebiki is unique in that it takes a sole +
input to perform only the backfist on its own. While it still can function like the classic version via target-comboing off of his standing medium punch (the Ura 9 Shiki claw slash) with the same cancel routes, it is more minus on hit via 8 frames compared to other versions of Yumebiki; older versions of Yumebiki while still being a bit minus are still safe due to the overall pushback.
KOF XII and XIII however, have the first claw slash function almost akin to a light attack with its attack level as opposed to having the same one as the far standing . With this lighter value for less pushback and hitstun, it becomes easier for both versions of Iori to combo the second backfist from the initial input on deeper hits, though pushback can still be an issue from further ranges.
Trivia[]
- In the Maximum Impact games, while not listed in Iori's moveset, it can be performed as (
) x2, without needing a forward motion input involved. Both the first and second inputs become the Stylish Art starters to these strings:
- (
) x3
- (
) x2・
+
- (
) x2・
+
- (
) x2・
+
(a Hikirigine route)
・
+
・
+
・
+
・
+
・
+
・
+
(feint string that only exists in Regulation 'A')
・
+
- (
- Due to the buggy nature of EX 1: Neo Blood, Yumebiki's second input can be performed with relatively lax timing compared to several other versions.
- By proxy in EX 2: Howling Blood, the first input is cancel-able as usual, but the far standing
which shares its animation is not cancel-able, unlike in other games.
- By proxy in EX 2: Howling Blood, the first input is cancel-able as usual, but the far standing