Iori Moveset
View attachment 336107
Iori's classic look and stance from the King of Fighters series, which Smash Infinite accurately uses
Gameplay Overview
Just like in his homegames, Iori is a notoriously offensive
Rushdown Character. Iori players will need to be dedicated as failing to master him would prevent him from using his full potential, due to the quite high learning curve with the character. He has plenty of mixup options like a good airgame with amazing aerials and even a command grab that lets him combo afterwards. Not only that, but Iori makes use of his own special Fighting Game gimmicks as well, which makes it completely important to know him from in and out. Although we’ll delve them into them a bit later, so stay tuned. Worth to note as well, Iori always faces his opponent, just like the other Fighting Game characters.
Normals
Most of these are obviously very normal moves Iori has had ever since his inception in ’95. Whenever Iori has a move that originated from another game besides ’95, I’ll give it a mention.
Name | Damage | Info |
---|
Jab:
Jab, Ge-Shiki Yumebiki | first hit: 2%
second hit: 3%
third hit: 3% | A jab from Iori’s right arm, followed by a curved slash from his left, continued by a quick backfist from yet again his left hand. The move deals quite the damage for a neutral attack, totaling to 9%. Just like Terry, only the first two hits can be canceled into special moves, which is significantly more rewarding than using all three hits. Holding the attack button causes Iori to repeat the first hit. It's also remarkably safe on shield. In the King of Fighters games, the first hit is based on his standing far-ranged light punch, the second and third hits are part of his Ge-Shiki Yumebiki, which is achieved by inputting forward and light punch for the first hit, quickly followed by another light punch for the second hit.
View attachment 336108 -> View attachment 336109 |
Forward Tilt:
Heavy Slash | 13% | Very similar to Iori’s 2nd hit of his jab. Iori claws forward with his left hand at mid-level. This move surprisingly has a very large reach in front of Iori, as it has a bigger hitbox compared to the similar move in his jab. During the move, it also grants intangibility to his arm, with the actual hitbox being on his hand. This move can be special canceled very easily, and it’s a reliable confirm into 127 Shiki Aoibana or even Kin 1211 Shiki Yaotome at low to mid percentages. This move is based on his standing far-ranged heavy punch.
View attachment 336112 |
Up Tilt:
Upward Claw (12%) | 10% | An upward slash that sends the foe flying. It is somewhat quick with quite low knockback growth, as it’s supposed to be followed up with and can be canceled into specials, being a very effective and reliable move confirm into 100 Shiki Oniyaki. This move renders his attacking arm intangible. However, it has the most ending lag of all his tilts. While based on his crouching heavy punch in the series, the smash variation of this move does not include a crouch.
View attachment 336113 |
Down Tilt:
Crouching Kick | 3% | Very similar to Terry’s Down Tilt. As Iori puts his hand on the ground as a means of support, he delivers a crouching shin kick. This deals extremely low damage, but can somewhat be chained safely into itself due to its very low lag overall. Just like his other tilts, it can also be special canceled. At higher percentages, this confirms effectively into his jab, as well as 311 Shiki Tsumakushi. This move is based on his crouching light kick in his series.
View attachment 336114 |
Dash Attack:
Blowback | clean: 10%
late: 8% | Somewhat of a shoulder block. Based on Iori's Blowback attack. The clean hit possesses decent horizontal KO potential while the weak lingering hit can occasionally set up combos, though not to the same extent as some other dash attacks. This is faster than most Dash attacks. This can only cancel into his Final Smash, no Special or Desperation moves. Additionally, the move can also cross up shields and clash with projectiles, making it surprisingly safe.
View attachment 336116 |
Smashes
Most of Iori's Smashes have moderate knockback power, safe for his Down Smash. Although they deal pretty high damage.
Name | Damage | Info |
---|
Forward Smash:
119 Shiki Akegarasu | 17% - 23%
extra hit: 4% | Iori bows in, as he delivers a strong forward claw slash attack. This has notable startup and endlag, but it boasts quite the range with medium knockback. Purple slash effects appear like in the source material. This move can not only be canceled into his Final Smash, but can also be tilted, but very slightly. It can be canceled into his Final Smash. Neat thing about this move: when charged over half, Iori gains invincibility at start-up and the slash does an extra hit and improves the knockback. This move is based on one of the special moves of the same name in the King of Fighters XII and XIII, where Iori gained quite the moveset overhaul as he lost his power to wield his iconic purple flames in those games.
View attachment 336138 |
Up Smash:
Heavy Uppercut | 15% - 21% | Iori performs an uppercut with his hand open. This can cancel into his Final Smash. Fairly fast and can be used as an out of shield option as well. It’s an incredible reactive anti-air, although lacks a bit of KO power. Based on his close-ranged heavy punch
|
Down Smash:
Thrust Kick | 16% - 23% | Iori crouches for his charge animation and stomps forward with both legs as he supports himself on the ground with one hand. It only hits in front of Iori. It is moderately slow and has good range due to Iori stretching both of his legs forward, though its KO power is considerably high. Like all other Smashes, this can cancel into his Final Smash. Based on his crouching heavy kick.
View attachment 336121 |
Aerials
Iori is gifted with fast aerial moves, making him a mixup beast like in his homegames. Only his Neutral Air and Up Air are special cancelable. His Forward Air is a great KO tool for off-stage interactions.
Name | Damage | Info |
---|
Neutral Air:
Iori Punch | clean: 6%
late: 4% | A downwards punch. This can be canceled into specials. For an aerial, it has medium startup, also has a lingering hitbox in addition to moderately low ending lag and very low knockback, even at high percents, allowing it to potentially chain into itself and offer a lot of combo opportunities. Due to being one of the only special-cancelable aerials, It has multiple KO setups, most reliable being able to cancel into 100 Shiki Oniyaki. Based on his jumping light punch.
View attachment 336122 |
Forward Air:
Yagami Slam | early: 11%
clean: 14%
late: 10% | Iori rears back his fists and then throws an overhand with both. When hit clean, it is a meteor smash with enough knockback to KO under 50% offstage. It has the slowest startup of all of his aerial moves, and high ending lag. Other than lacking combo potential, the early and late hits are too weak to KO reliably. This is based on Iori’s jumping CD move.
View attachment 336126 |
Back Air:
Ge-Shiki Yuriori | clean: 16%
late: 11% | A fast backwards kick. This move possesses decent horizontal KO power during its initial frames, but as the hitbox start to linger it’s considerably weaker. Very fast for your usual back air. Based on Iori’s jumping command move from the same name, which is done by inputting back and light kick at the same time, a very iconic mixup tool.
View attachment 336128 |
Up Air:
Upwards Arced Kick | 10% | Iori kicks upwards in an arc with only one of his legs. This move can be canceled into specials. Although this move doesn’t have as much reach as the typical Bicycle Kicks in the game, it does have low ending lag and can combo into itself or other moves at low to mid percents, and can be used at higher percents for KO setups. Overall, it functions like other up aerials when it comes to utility. Although this move is based on Iori’s jumping heavy kick, it's slightly altered to make it more apropriate as an up air.
View attachment 336130 |
Down Air:
Iori Kick | clean: 10%
late: 7% | Iori kicks downwards with one of his legs. This move is a flying kick that lingers for only a bit which is Iori’s fastest aerial in the game. Has very little KO power for both clean and late hits. This move is based on his jumping light kick.
View attachment 336131 |
Grab & Throws
Most of Iori throws serve as a way to follow up on, safe for his Down Throw which is his only consistent KO throw out of the bunch.
Name | Damage | Info |
---|
Grab:
Kuzukaze 1 | | Iori hunches to grab the opponent with one arm. Animation is based on the grab part of his Kuzukaze special move/throw (depending on the game).
View attachment 336133
(ignore the part where he pushes) |
Pummel:
Yagami Flame | 3% | Iori scorches the enemy with purple flames from the palm of his hand which he grabs his opponent with. |
Forward Throw:
Sakahagi | 10% | Iori lifts the opponent and slashes them with the same hand. This makes the opponent fly forwards horizontally. Has medium KO potential. Based on his throw from the same name.
|
Back Throw
Kuzukaze 2 | 6% | Iori pushes the opponent behind him, as if switching sides. This has very low knockback but leaves the opponent vulnerable in the air behind Iori. Seems like a great moment to follow up with a combo, doesn’t it? Based on the rest of his Kuzukaze special move/throw (depending on the game).
View attachment 336137 |
Up Throw:
Maiden Smasher | 12% | Iori kneels and smashes the opponent onto the ground with both hands. This sends the opponent flying horizontally. Can be followed up with Iori’s up air in lower percents. Animation is based on the slamming part of his Kin 1211 Shiki Yaotome super while under Max Mode, although for this move in Smash he faces the camera instead and only slams once.
View attachment 336136 |
Down Throw
Ura 1131 Shiki Hozuki | 13% | Iori brings the opponent to the ground and delivers a purple explosion as he laughs. This knocks the opponent behind Iori. This can KO middleweights at around 90% at the ledge. Based on his new Climax Super in KOF XV, although quicker and not cinematic.
|
Floor & Ledge Attacks
The usual...
Name | Damage | Info |
---|
Floor Attack:
401 Shiki Shougetsu | 7% | Iori gets up while slashing his back, all the way to his front. Slash effects appear as he performs the move, like in XII/XIII. Somewhat based on 401 Shiki Shougetsu from the King of Fighters XII and XIII.
View attachment 336139 |
Ledge Attack:
Slash | 9% | Iori gets up and slashes inwards, slash effects appear here as well. |
Specials
Just like the rest of the 2D Traditional Fighting Game cast, Iori will make use of these Fighting Game inputs for certain specials. Most of Iori's specials are very close combat heavy, which complements his rushdown role. And just like his fellow SNK representative, Terry, he makes use of a
back special as well!
Just like Ryu, Terry and Ken, holding instead of tapping the input increases the damage output for most special moves!
Name | Damage | Info |
---|
Neutral Special:
108 Shiki Yamibarai | tapped: 7%
held: 8%
aerial tapped: 8%
aerial held: 9% | Iori throws his purple flame like a fireball that skims the ground. It is a low projectile that comes out faster than most, but with average recovery. Can be held instead of tapped to increase the energy wave's size, travel speed, travel distance, damage and knockback. If used in the air, Iori will generate a short-ranged burst of purple instead. The aerial variant offers decent knockback and can KO opponents offstage, especially when held instead of tapped.
|
Forward Special:
311 Shiki Tsumakushi | standard tapped: 12%
standard held: 13%
input tapped: 16%
input held: 17% | A rushing move in which Iori hops and take a big flaming swipe downward. Can be held instead of tapped for more travel distance, damage and knockback. Special input is
+ attack/special, which increases its damage output and knockback in addition to granting intangibility to his attacking arm. The special-inputted version is indicated by a bigger flame being produced. Can cancel into his Final Smash. In the source material, this is normally a dragon punch motion, but as that is already In use, I had to modify it to being a quarter-circle forward. Hey, Terry's Burning Knuckle isn’t a quarter circle forward either in his games! This is a special move that made its debut in the King of Fighters ’98.
|
Back Special:
127 Shiki Aoibana | standard, first motion: 4%
standard, second motion: 4%
standard, third motion: 7%
inputted, first motion: 6%
inputted, second motion: 6%
inputted, third motion: 9% | Iori quickly slides forward with three motions, punching for the first 2 and jumping with an overhand for the third, in which he slams the opponent into the ground. The active hitboxes are on Iori's arms, and will always get knocked back into the following motion's hitbox for the first 2 motions, no matter the percentage. With the last motion having great knockback. This move is very rewarding to cancel into, especially from jab, as it’s a surefire way to rack up damage. You are going to have to repeat the input for every motion to complete the move (these are what we call rekkas!). Which means if you use the standard version, you’ll have to input back special in succession 3 times. Whereas for the traditional input, you’ll have to perform
in succession 3 times. There’s no difference between holding or tapping for this move, as it would be counterintuitive since you’ll have to tap anyways. As for the traditional input variation, that one significantly covers more distance and is slightly more powerful. When performed in the air, only the last motion will come out (Iori will jump forward and deliver an overhand, can be used as an horizontal recovery), so no need to input it 3 times in that scenario.
|
Up Special:
100 Shiki Oniyaki | standard tapped: 13%
standard held: 14%
input tapped: 16%
input held: 18% | Iori performs a spinning jump while being accompanied by spinning purple flames that cycle around him. Can be held instead of tapped for more distance and damage. If inputted with a
motion, the move will render Iori's entire body intangible on startup, the move itself will have slightly increased travel distance, it will deal more damage and knockback, and the move will consist of 3 hits instead of one. The inputted version is indicated by Iori's howl when successfully activated. It is also much more powerful compared to the regular version, KOing middleweights at around 125% and being an excellent out-of-shield option.
|
Down Special:
212 Shiki Kototsuki In | standard tapped: 12%
standard held: 14%
input tapped: 16%
input held: 18% | Iori shortly runs up to the opponent, slams their head on the ground, then blasts them with fire. In the air this move would differ slightly, as Iori would simply grab the opponent in front of him, and once grabbed, start to descend quite a bit while Iori is blasting fire into their face until they are automatically freed. And yes, this can be used a suicide KO if used low enough beneath the stage to reach the lower blast zone, due to the descent not being that long you’ll really have to go deep to make it happen, however Iori himself will always lose if he and his opponents are on their last stocks in that case. Due to functioning as a grab, it bypasses shields and counterattacks. To perform the input version of this move, you'll have to input
+ attack/special. On the ground, despite having long reach, it has a very slow startup and is quite readable when performed raw as when Iori will have a very notable howl when he starts to run. It is a faster move in the air, as it has to sacrifice range. On the ground, the tapped version only covers about a quarter of Final Destination. The input for this move is half circle back, and when using this variation on the ground, it covers about a third of Final Destination and delivers more damage. When used in the air, the tapped version’s descent is just about a quarter of Final Destination’s vertical length. The input version however goes about a third of FD’s vertical size and largens the hitbox size of Iori’s grab. Even when canceled into this move, it has a moderate enough start up to give the opponent a chance to attack Iori when he performs it.
|
Gimmick
Stock Meter, Max Mode, & Desperation Moves
Iori gains the "Stock" Meter - Another SNK original, this is a gauge with 3 black squares on the right which signify the many “stocks” you have. This meter fills the same way as in most other fighting games: You build meter for hitting the opponent (wether shielding or not), getting hit yourself and blocking attacks. When you get a stock, a bright green light appears in one of the squares. In KOF you’d normally get more meter for whiffing special moves, but as that would only encourage camping behavior in Smash, I decided to not include this method of meter obtainment.
The stock meter itself will be based on the one found in King of Fighters ’98 UM, although instead of "ADV" nothing would be written there.
Up to three stocks could be saved up, these stocks can be used for certain Supers which we’ll call
Desperation Moves from now! These function like Terry's GO! supers, but will cost a stock each. But that’s not the only thing the Stock Meter can do, you’ll be able to activate
Max Mode! You’ll activate this by hitting performing a neutral special while shielding at the same time. Once Iori is in Max Mode, a timer will appear above the Stock Meter, indicating how long Max Mode will last, which is about 20 seconds. Although the timer drains more when performing special attacks, even when missed. When activated, Iori will strike a pose, gain somewhat of a yellow tint, and the timer will start to drain. This mode makes Iori deal more damage and knockback (a multiplier of about 1.2x) and allow him to use not only stronger variants of his Desperation Moves, but if Iori is above 80%, he’ll be able to use a
Hidden Super Desperation Move only during Max Mode! When performing any Desperation Move under Max Mode, the timer will instantly end regardless of time left.
The stock meter filled with 3 stocks (in Smash these red lights would be green instead) with the Max Mode timer (in this pic being about 3/4th full)
Also, useful thing to note, but to try and simulate the 3v3 aspect of KoF. The Stock Meter does
NOT reset in-between Iori’s stocks. So when he loses a life, he still has his meter to try and make a comeback! The Stock Meter doesn't fill up that fast as well, if you'd only hit, it would take about 50% to get a stock.
The pose Iori strikes when he activates Max Mode.
Desperation Moves
Little thing to preface, all grounded special cancelable moves are also able to cancel into the normal Desperation Moves, except for the Hidden Super Desperation Move, which will always need to be performed raw. When in Max Mode and performing a Desperation Move, the Max Mode timer will instantly end regardless of time left.
Name | Damage | Info |
---|
Desperation Move 1:
Kin 1211 Shiki Yaotome | Normal:
flurry of slashes: 10%
explosion: 14%
collateral: 13%
Follow-up Ura 316 Shiki Saika:
slashes: 10%
pillar of flame: 12%
Max Mode:
initial slash: 7%
slams: 10%
blast of fire: 12% | When you have one stock, and perform a
+
+ attack/special, Iori will dash across the screen (about half the length of Buster Wolf) and, if he hits the opponent, he performs a flurry of claws and scratches ending off in a blast of purple flames. He is immune to non-throw attacks during the startup flash, where he says his iconic line “Asobi wa owari da!” which translates to “Playtime is over!”. The blast can also hit bystanders within range. This has great knockback, killing as early as 60% at the edge. The initial hit can be canceled into a Final Smash.
Here's the catch with this move though, if performing
2 times in succession during the last hit (the input window is quite tight), you’ll be able to follow up with Ura 316 Shiki Saika, where he does some delayed claw attacks and generates a pillar of purple flames, hitting the foe midair while laughing madly. This has amazing KO potential, killing as early as 40% at the ledge. Though worth to note, to perform this follow-up you’ll need to sacrifice an additional stock on top! This follow-up originates from the King of Fighters 2001.
If performed during Max Mode, this move changes a little, and lacks the follow-up. It goes as follows.
Under the effects of the Riot of the Blood, Iori howls, slashes his opponent into the ground, and claws at them repeatedly with his back turned to the camera; after briefly looking over his shoulder, he attacks again with the last hit using his flames. While the final blast’s knockback here is somewhat moderate, this variation racks up a ton of damage.
|
Desperation Move 2:
Ura 108 Shiki Yasakazuki | normal: 13%
Max Mode: 22% | When you have one stock, and perform a
+
+ attack/special, Iori sends out a projectile that skims the ground and ends with a pillar of fire with a big splash at the bottom. While strangely having no knockback at first, when the move hits, the opponent is frozen in place for around 3 seconds after the move, after being able to move again, the opponent will get knocked back, although only moderately. As the opponent doesn’t move during this period, you’ll be able to deal damage to them and stack up the knockback, but once hit the opponent will be freed no matter the time. Either way, when Iori performs this move, he’ll deliver the line “Raku ni wa shinen zo!”, which translates to “You won’t die that easily!”. This move originates from the King of Fighters ’97.
The Max Mode version puts up 3 pillars, spouting up in rapid succession, but mostly has the same properties.
|
Hidden Super Desperation Move:
Kin 1218 Shiki Yatagarasu | 33% | When above 80%, and during Max Mode, on top of sacrificing an extra stock, by performing
2 times in rapid succession: Iori drags his hand on the ground as he howls, then proceeds to do a huge claw slash to his opponent, a bloody, shadowy background accompanies this move whereas the claw slash will leave a black trail behind. Very great anti-air and can kill as low as 30% against middleweights around the ledge. As this move can only be pulled off in certain circumstances, it feels very rewarding. This move is based on Iori’s Neo MAX Super Desperation Move from The King of Fighters XIII. Here it is in video form to get the full experience lol.
|
Final Smash
Name | Damage | Info |
---|
Final Smash:
Three Sacred Treasures | activation hitbox: 7%
iori grab: 2%
pillar of flame: 9%
kyo punch: 15%
sealing: 7% | Based on the ending of the King of Fighters '97, and somewhat of a Smash original. As a result of the Orochi blood coursing through his veins, Iori suddenly enters the Riot of the Blood phase. His eyes light up and he makes a mad dash while slashing with his arms. This is an activation hitbox that hits at most 3 opponents, which takes 1 opponent into a cutscene and has the other two take only the claw damage. Iori lunges towards the opponent, eyes blinded by Orochi and grabs the opponent by the neck.
A huge pillar of flames erupts, engulfing both the opponent and Iori. Iori is still holding on tight. Meanwhile, Kyo Kusanagi and Chizuru Kagura are standing by, and Kyo rushes in with a flaming punch, dealing massive damage. The original KOF '97 ending ends here, but in his Final Smash, Chizuru makes the final blow, using the Yata Mirror to seal the opponent (similarly to Zelda's Final Smash). The cutscene ends and Iori returns to normal, waking up from his feral state.
|