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rallykupo
11-19-2002, 05:13 PM
Surprisinly, there is no thread based on iori alone so i guess i think will start this one. I use this fucker in A groove and i downloaded some of the vivids on him, but i can never get his ground projectile to connect. I've tried it like a million times, it seems like i'm doing it right, but it just never hits.

CC. foward standing mp's a plenty, when get into corner, c.rh, s.fpx2 into, DB, HCF P.

For some reason, i just can't get that super to connect. I can get his other one to hit, but his db, hcf p followed by a fierce DP does more damage. Can some one help me out, am i doing something wrong here or is it just my shitting timing??? I always nail the super right after the second standing fp's, right when they are at the very top, which seems right according to the vivs. So, if any Iori users are out there, which i know there must be a ton, please help me here.

Oh, feel free to post any Iori strats of your own too.

Gunter
11-19-2002, 05:22 PM
Take a couple of steps back. In my video, I used the "jump back" method, but you can inch back during hits on the ground as well (e.g. close s.fierce x2, inch back). The point is to create space between you and your opponent. If you are too close to them, the pillar's hit frames will be offscreen when you throw it.

erco
11-19-2002, 10:26 PM
basic stuff:

anti-air: c.fierce, close s.fierce, dp (which is suprisingly his worst option)

bnb combos: (s.jab -> s.fierce or c.strong or c.shortx3 or s.strong xx towards strong) xx rekkas x3, c.short x2 -> s.short xx super.

long range poke: c.roundhouse (make sure it gets blocked/hits), s.roundhouse, s.strong (which has decent range)

short range poke: s.jab (mid hitting), c.short, c.strong, s.forward.

Things to note:
Iori's s.forward is a great move that doesn't get used enough, it hits/stuffs a lot of things it shouldn't and has a huge hit box. c.strong has 3Strike Ken like properties.
Iori has the best roll in the game, covers the most distance in the shortest amount of time.
RC rekkas are self explanatory.
His dash sucks, but he's great in A-groove. Sigh, if only he had a hop.
Command grab is useful just to keep your opponent guessing.
His overhead sucks almost as much as Sakuras.
s.strong is a great spacing move. the cancel into towards strong lets you set up a lot of stuff (s.strong xx jab fireball into short jump strong, etc.)
Iori's great in run grooves (running s.jab) but he shines in A. With many damaging options and many ways to combo into his custom, he's fairly dangerous.

nakedjackson
11-19-2002, 11:13 PM
would you recommend iori in any other grooves? Also i hear people saying that Iori's c.MP can be used to play a "rushdown Ryu" type game. I've had this done to me with Ken (i think) and eet wahs crappy. Anyone have any advice on this?

DeAdSpAcE
11-19-2002, 11:23 PM
Originally posted by nakedjackson
would you recommend iori in any other grooves?

Other than A I use him on N groove, great for aggression and short jumping adds to the fun with his pokes. Use short jump lp and hk for pressure poking. Never use his ground fire super, it's worthless in this groove unless you're in A.

Adding on to the Iori love:


-Try to do the lp version of his anti air demon scorcher more often, faster recovery than the fp. All versions of this move starts him off ducking real low which gives evasive properties. Also the move is a shield against projectiles. Good damage.

- lp dark thrust projectile is good for pokes and keeps the opponent in control.

- The Scum Gale (command throw) is a move that must be feared amongst Iori's arsenal, sets up a lot of powerful combos.

Combos:
c.lkx3, deadly flower triple punches
jump in hk, hp, demon scorcher hp version (dizzies or at least knock off chunks of opponent's consciousness)
jump in hp, c.lk, c.lp, deadly flower
Scum Gale -> mp>f+mp-> Maiden Masher super

DJ-B13
11-20-2002, 06:42 AM
i' am a iori player, well i mainly played him in n-groove as said earlier...many set ups---such as low jump Cross over kick as u land time properly and u can command grab for free and do his Bread and butter combo( MP, forward MP, 3x flower punches)...but i play him in a-groove when goin against p or k...for his chip that Gunter vid had, and he builds bar fast.
Also utilize his roll 2 confuse stationary opponents since it's very agile.

TRANCEADICT
11-20-2002, 07:55 AM
i olso play iory since kof 95...but they fucked him up in cvs2..:(
but i think K groove is his best groove...
his sj mk is still the best..

Gandido
11-20-2002, 08:48 AM
Iori can link a low strong after 2 low shorts. After the rekkas, it's like you did low short, s.fierce xx rekkas. Not like Iori needs it anyways, but if you got the timimg down, you could kill people quicker.

Always 2-in-1 a low fierce anti-air into a strong fireball. They're forced to eat the block damage. However, if you want to try and bait them into anything, use a jab version fireball. They'll probably roll/jump, in which you can both punish. jump = do the same thin again, roll = punish with rekkas.

Random tidbits:
-s.close short has to be blocked low. Also it has the shortest block/hitstun in any of Iori's attacks. A great Scum Gale tick.
-crossup short into s.short = evil tick. Do it once, and you can dp out of their jump, or if you know they're going to dash back, sweep them. Activating and seeing what they do here is free damage.
-random low short xx rekka kens. Seriously, this works much more than what it shopuld.
-Scum Gale out of corner, pause, scum gale AGAIN. Once more, this will only work like once in a match, but if you scum gale them out of the corner, and they're blocking, Scum Gale them INTO the corner, do rekkas, and keep them pinned down.
-Crouch a lot! Iori's hit box is so small when he's crouching. He can duck Kyo's s.rh custom!

That's it for now. Oh yeah, RC Fierce Rekka.

rallykupo
11-20-2002, 09:26 AM
I would recommend Iori in any groove that has a roll like n, c or a. Iori's roll is quick as hell and his throw has good priority, although i don't mean that his roll should be abused, but it comes in handy quit often for me.

I'm not sure about a C groove Iori, i've never seen anyone play him in C so i don't know of any good super cancels for him, maybe someone can help here. I mostly play in A. Sometimes i use him in K, but i usually just fall back to my K team of Rock, Nakororu, and Honda or Bison at 2. Sometimes i switch up Nak for Iori, but i feel that Iori isn't much of a turtler and thats my major strat in K groove. I don't tink he really benefits from a run all that much either because Iori isn't really that quick compared to some of the other character. I rather have him with a dash and roll then with a slow run.

Something else i want to bring up is the command throw. I'm not only talking about Iori's, but all characters with commands throws in general. I notice that in most arcade play, people often forget about command throws (not counting gief of coarse). I only see one player in the arcades that uses command throws and he does very effectively with vice's powerbomb and todo's pinching stun throw. I know that Iori's doesn't do any damage, but the stun is a big benefit and if u learn to utilize it, it can be quit scary. Command throws are quit easy to land too, u just gotta wait till the do something stupid like throw out a stupid charge move or a fiece DP. U can even hit them when they jump in on u. As long as u are close enough, command throws have a ton of priorty.

Thats it for now i guess.

erco
11-20-2002, 05:03 PM
Originally posted by rallykupo
I would recommend Iori in any groove that has a roll like n, c or a. Iori's roll is quick as hell and his throw has good priority, although i don't mean that his roll should be abused, but it comes in handy quit often for me.

I'm not sure about a C groove Iori, i've never seen anyone play him in C so i don't know of any good super cancels for him, maybe someone can help here. I mostly play in A. Sometimes i use him in K, but i usually just fall back to my K team of Rock, Nakororu, and Honda or Bison at 2. Sometimes i switch up Nak for Iori, but i feel that Iori isn't much of a turtler and thats my major strat in K groove. I don't tink he really benefits from a run all that much either because Iori isn't really that quick compared to some of the other character. I rather have him with a dash and roll then with a slow run.

Something else i want to bring up is the command throw. I'm not only talking about Iori's, but all characters with commands throws in general. I notice that in most arcade play, people often forget about command throws (not counting gief of coarse). I only see one player in the arcades that uses command throws and he does very effectively with vice's powerbomb and todo's pinching stun throw. I know that Iori's doesn't do any damage, but the stun is a big benefit and if u learn to utilize it, it can be quit scary. Command throws are quit easy to land too, u just gotta wait till the do something stupid like throw out a stupid charge move or a fiece DP. U can even hit them when they jump in on u. As long as u are close enough, command throws have a ton of priorty.

Thats it for now i guess.

iori has way too many ways to setup his command throw.
also, his best c cancels are lev 2 into fierce dp or lev2 into lev1. Fairly strict timing on both. His super is decent, but not as fast as I would've liked.

Gandido, nice point about the close short, I gotta try that, didn't realize blockstun in it was any different than far short.

I really like Iori on defense too. he keeps people away fairly well with s.strong, c.fierces and s.roundhouse, but really, he shines on offense. He just has too many tools and ways to land his very damaging bnb combos. Also, I really abhor his dash. It's slow, doesn't move far, and lags. His run is a great tool since, imo, it compliments rc rekkas. run s.jab, run c.strong, c.strong, wait for retaliatory c.fierce, rc rekka.

nakedjackson
11-20-2002, 08:18 PM
i kno this sounds kinda scrubby, but i have trouble sometimes RCing the Rekkas. Most of the time i end up doing the HCB lk move instead of an RC rekka. What time exactly are you supposed to do the roll and the rekka command?

erco
11-20-2002, 08:32 PM
Originally posted by nakedjackson
i kno this sounds kinda scrubby, but i have trouble sometimes RCing the Rekkas. Most of the time i end up doing the HCB lk move instead of an RC rekka. What time exactly are you supposed to do the roll and the rekka command?

make sure you actually input the roll command. Getting the HCB lk move means you hit lk then lp, and not the two of them together. I'll assume you're holding your thumb lower than our index finger when you try to roll across the buttons.

Also, I try (emphasis on try, since I rc about 75% of the time) to input the roll when I hit d/b of the qcb motion.

Gunter
11-20-2002, 09:35 PM
My super-secret trick for RC'ing the Rekka is to do the motion as a reverse DP motion (plus one notch). Hold the stick back, then roll it to crouch and hit the roll command, then roll it back to "back" and hit Fierce. BAM. You will never ever ever get the kick grab. :cool:

nakedjackson
11-20-2002, 10:28 PM
thx all

Gandido
11-21-2002, 06:56 AM
Gunter and his elite super duper secret tricks that always work. Tested this out myself. Now if I could only find a highly consistent way of RC'ing Scum Gale. =(

TRANCEADICT
11-21-2002, 08:00 AM
My super-secret trick for RC'ing the Rekka is to do the motion as a reverse DP motion (plus one notch). Hold the stick back, then roll it to crouch and hit the roll command, then roll it back to "back" and hit Fierce. BAM. You will never ever ever get the kick grab.


that's genius hmm.back to the drawing board...
:lol: :lol: :lame:

mr fuck
11-21-2002, 12:56 PM
play ricky and you'll see the true power of iori:evil:

TRANCEADICT
11-22-2002, 11:46 AM
play ricky and you'll see the true power of iori.


how good does he play cuz there's this fool up in FC
who is been playing iory since 95,,and he is the only iory
master i know!!

rallykupo
11-23-2002, 10:21 PM
Iori is all about pressure. I've seen some one play him in the arcade in a P groove turtle i didn't like it at all. He eventually won out because the guy had good parrying skills, but thats besides that point. He could of won a help of a lot faster if he would of attacked a little more. He basically countered and parry'ed which i though was pointless in picking Iori. His offence if much more fearful then his counters moves.

Well, that only reason i posted anything was to get this thread back on the first page.

spyderse
11-24-2002, 02:10 PM
I use Iori In K or N Groove... i want to learn A but im too stubborn to try in K he has jd it makes him more aggresive and attacking type... even though it doesnt have his effective role..

I wonder if this combo would work ima try it tell me if its effective and give more tips on iori's different groove capabilities and combos

run-c.lp. c.lk . hcb.lp hcb.lp . shory

ben
11-24-2002, 02:29 PM
Originally posted by spyderse
I wonder if this combo would work ima try it tell me if its effective and give more tips on iori's different groove capabilities and combos

run-c.lp. c.lk . hcb.lp hcb.lp . shory

combo won't work. running won't make a difference, and iori's rekkas (which are qcb fyi) don't have juggle capabilities - it should be noted that orochi iori's fierce rekkas DO have some juggle ability though.

Gandido
11-24-2002, 03:19 PM
Originally posted by ben


combo won't work. running won't make a difference, and iori's rekkas (which are qcb fyi) don't have juggle capabilities - it should be noted that orochi iori's fierce rekkas DO have some juggle ability though.

Actually, the third hit of the Rekka's IS a juggle with normal Iori. The second hit apparently sets up a phase juggle, and the last hit counts as a juggle. You can even test this because of you try to OTG Rolento with a Scum Gale in A-groove after this combo, try ending the custom as this: scum gale (meter ends), s.fierce xx fierce rekkas. If you notice, it counted the last hit on the first set of Rekkas as the last hit possible in the juggle phase. However, by OTG'ing Rolento with the Scum Gale, it counts another juggle, and the potential is set to -1. When you try and do the second Rekkas in the end of the custom, the second Rekka fixes the juggle potential to zero, and the last hit of the Rekkas WHIFFS.

But still, that combo that he was mentioning will not work unless you are playing Orochi Iori, this playing in the home version.

ben
11-24-2002, 03:24 PM
I stand corrected.

well I was right about the orochi iori part at least.

Chono
11-29-2002, 10:22 AM
it's been a while since i've played iori, but i think that he's definately one of the best characters in CVS2... too bad he gets own by blanka for free... but here's a couple of Iori combos that i use... i hope that this helps out a little... if not, i'm sorry...


mainly basic stuff

-c.lk x 3, 3 rekkas (bnb) and does more damage then his level one maiden masher
-c.lk x 2, c.fp, 3 rekkas
-crossover lk, c.lp, c.lk, 3 rekkas
-s.fp, 3 rekkas
-s.fp, HCB+K
-command grab, s.mp x 2, 3 rekkas


i actually played iori in both C and A grooves... but he's a couple C-groove supers... i won't bother telling the A-groove supers cause i'm sure that everyone has seen them...

-c.lk x 3, maiden masher
-c.lk x 3, level 2 maiden masher xx HCB+K xx maiden masher
-crossover lk, c.lp, c.lk, level 2 maiden masher xx HCB+K xx maiden masher
-level 1 seven wine cups (i think that's the name of the super) xx into command throw xx level 2 maiden masher xx fp dragon punch

hmmmmmmmm, that's pretty much all that i can think of...

chono

CrazyDazed
11-29-2002, 11:35 AM
Originally posted by Chono
-c.lk x 3, level 2 maiden masher xx HCB+K xx maiden masher

Uhh, are you sure? :confused:

Lv.32 Z-Ism Rose
11-29-2002, 12:27 PM
Originally posted by Chono

-level 1 seven wine cups (i think that's the name of the super) xx into command throw xx level 2 maiden masher xx fp dragon punch


As far as I know, you cant even throw them when they are stunned by the wine cup super since they are in hitstun the whole time. I've tried normal throws and the scum gale and one will grab the opponent
the only C combo I can think of is
-Jump in roundhouse, st. strong, ->+strong, lv2 Maiden Masher, lv1 wine cup super, jumpi in rounghouse, st. strong, ->+strong, fierce dp (if in corner), or rekkasX3

CrimsonDisaster
11-29-2002, 01:57 PM
C Iori combos:
Whatever, L2 Maiden Masher, fierce DP.

You can't combo a HCB+K grab into a Maiden Masher outside of a CC.

Pointless remark, but it's Eight Wine Glasses.

Also, just wondering: Is Iori's DP cancel faster than Kyo's? Because when I try to do his CC like Kyo's, I always mess up. Which limits me to his roundhouse CC. Good thing I can end it with the pillar, DP, or the damage would suck.

rallykupo
12-08-2002, 12:48 AM
I think that Iori's is faster..., i don't have any bases from this assumption except that when i use Iori's DP as a wake-up, it always seems to hit, but for some reason, i can never use Kyo's DP as a wakeup. Maybe that just has to do with the invincibilty frames, but i'm not totally sure. If Kyo's DP does have invincibilty frames on it, then it must be that Iori's is faster, but i;m not totally sure if it does. I'm alost positive that almost all DP moves have invinicbilty frames except for Rugals genocide cutter.

Does anyone know what/who's special moves have invinicbilty frames?, besides from level 2 and 3 supers of coarse?

BaBaBooey
12-08-2002, 02:36 AM
Originally posted by rallykupo
I think that Iori's is faster..., i don't have any bases from this assumption except that when i use Iori's DP as a wake-up, it always seems to hit, but for some reason, i can never use Kyo's DP as a wakeup. Maybe that just has to do with the invincibilty frames, but i'm not totally sure. If Kyo's DP does have invincibilty frames on it, then it must be that Iori's is faster, but i;m not totally sure if it does. I'm alost positive that almost all DP moves have invinicbilty frames except for Rugals genocide cutter.

Does anyone know what/who's special moves have invinicbilty frames?, besides from level 2 and 3 supers of coarse?

http://db.gamefaqs.com/coinop/arcade/file/capcom_vs_snk_2_system_combo.txt

its james chen's combo and system faq. control-f and look for meaty and wakeup attacks to get an explanation of wake ups and other basic stuff like that. here's another explanation of meaty attacks by him in the benimaru thread:

Originally posted by jchensor
"Meaty" is a term I've never liked, truth be told, because it really doesn't sound like it's what it's supposed to describe. But I can't go and change history, and since it's part of the lingo now...

Maety is the term used to "plant" a move into an enemy when they are invincible so that right when they lose their invincibility, the first thing that happens is that they are being hit.

This transition from invincibility to non-invincibility is most commonly seen when the character gets up off the ground. While they are getting up, they are invincible. After they get up, they are ulnerable. At some point, they have to make that transition. If you have a move inside of them when they make that transition, that is a Meaty Attack.

Super Turbo has the best examples. M.Bison cannot combo two Crouching Forward Kicks normally, because they cannot Link. However, if you know the enemy over, and throw out a "Meaty" Crouching Forward, the enemy gets up INTO the kick, gets hit. But since they get hit by the later portion of the Crouching Forward's hittable period, it recovers sooner than normal, so now you CAN Combo another Crouching Forward. Lemme see if I can illustrate this:

Okay, the Crouching Forward Kick lasts this long:

|----------------------|

Every move has three parts: startup frames, hitting frames, and recovery frames. Let's indicates these by "+" (a start up frame), "X" (a hitting frame), and "." recovery frames. So Bison's Crouching Forward will look like this:

|----------------------|
+++XXXXXXX.......

Short startup, long hitting frames, fairly long recovery. Now, let's say if you hit an enemy with a Crouching forward, they reel for this long:

*0123456789*

I use numbers so we can see that it's the same length everytime. Now, let's see what happens if you use a NON Meaty Crouching Forward Kick and try to combo another crouching Forward Kick.

........*0123456789*
|----------------------| |----------------------|
. +++XXXXXXX.......... +++XXXXXXX.......

You hit the enemy first chance you get, but the enemy recovers before you can get off your second Forward Kick. Now, let's say you use a MEATY Crouching Forward Kick, and have your move in them when they get up. The instant the enemy gets up will be indicated by the "!" character.

...................!*0123456789*
|----------------------| |----------------------|
. +++XXXXXXX.......... +++XXXXXXX.......

They get up into the last few hitting frames of your move. They get hit by the Crouching Forward, but since it was already so late in it's animation, it recovers sooner and you can throw out another Crouching Forward before the enemy finishes reeling and catch them in time for a two-hit Combo.

Does that make sense what a "Meaty" attack is now? I kinda went in depth into it's uses, but it helps understand why Meaty Attacks are so valuable.

- James


and further explanation of wake-ups v. meaty attacks

Originally posted by jchensor
I'll expand on this a bit, since the answer isn't as easy as yes or no.

It depends on the move and WHICH VERSION of the move.

I already ran through an entire day of experimentation with this, but I don't recall it all, now. It all depends on whether your move is invincible in the proper areas. For example, I am pretty sure a Jab DP from Ryu will get stuffed by a Meaty low attack, but a Fierce one will win. Or something like that. Most DP moves have invincibility high, low, or both. Or none. And if your DP move happens to be invincible in the area your opponent is sticking their Meaty Attack in you, yes, you'll win.

Yuri, for example, is only invincible high with her Strong DP (thus being her only good anti-air DP). So if someone tries a Meaty Jump attack, use the Strong DP. Sakura's DPs have no invincibility, so they can't be used at all for any anti-Meaty attacks. Meanwhile, I think Camm'ys DP in invincible high and low (on their first frame) with any button, so any version will work against any Meaty (she leaves her invincibility in the second frame, though, so I have seen her DP get beat by Sweeps). It really depends on your character, and what their versions of their DP-like moves can do.

- James

CrimsonDisaster
12-08-2002, 09:28 PM
I don't think Iori's DP is any faster. I'm pretty sure I was just timing my DP cancels wrong now...

AFAIK, Kyo, Ryo, Rugal, Morrigan, and Sakura's DPs have no invinciblity frames.

As to specials with invincibility frames, all I can think of is:
Shotos- DP
Iori- DP
Joe- Tiger Kick
Cammy- Cannon Spike
Honda- jab Headbutt
Raiden- Giant Bomb
Gief- both Lariats
Hibiki- Dodge(duh)

And of course any RC'd move.

GeekBoy
12-11-2002, 09:31 PM
An easier (to me at least) Iori pillar custom that makes the spacing pretty much perfect no matter on who it's performed on or where it's performed.

Activate, [Jab DP, c.Fierce, roll] x3, c.Fierce x2, roll, s.close RH x2, back up, s.close Fierce, back up, c.Fierce x2 xx Pillar, wait 2 hits, Fierce DP.

It looks sketchy, but try it out.

Ryu1999
12-11-2002, 10:47 PM
Originally posted by CrimsonDisaster
I don't think Iori's DP is any faster. I'm pretty sure I was just timing my DP cancels wrong now...

AFAIK, Kyo, Ryo, Rugal, Morrigan, and Sakura's DPs have no invinciblity frames.

As to specials with invincibility frames, all I can think of is:
Shotos- DP
Iori- DP
Joe- Tiger Kick
Cammy- Cannon Spike
Honda- jab Headbutt
Raiden- Giant Bomb
Gief- both Lariats
Hibiki- Dodge(duh)

And of course any RC'd move.

Are you sure about Ryo? I mean, he has the best DP in the whole game...but maybe you're right, but the CVS2 Bible seemed to show it had the same amount of "blue bar frames" (or more) as than the Shoto DP

rallykupo
12-11-2002, 11:04 PM
Ryo has invincibilty frames, i use it as a wake up all the time. And today. Kyo's i found out today can kind of be used as one, but u'll end up trading hits, but the dp should do more damage.

CrimsonDisaster
12-11-2002, 11:28 PM
Wakeups have slight invincibility on their own.

I don't know about Ryo... it's more priority than invincibility, from what I've seen.

Example, I'll do Iori DPs through L3 Tiger Cannons, but Ryo can't even go through a Tiger Shot.

G. Tarrant
02-06-2003, 05:23 PM
Has anybody else tried out this combo?

crossover b+lk, st. mp, f+mp, hcb+rh.

I've tried it and my opponent always gets nailed by the hcb+rh because of the long hit-stun animation. I think it doesn't do as much damage as the version where you replace fierce rekkas with the hcb+rh, but it's still nice.