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The king of fighters 98 artwork
The king of fighters 98 artwork










the king of fighters 98 artwork

  • Good for projectile wars, or to use as a longer-ranged poke.
  • A version travels slowly, while C version travels much faster.
  • A very good crossup kick that can be combo-ed into.
  • A slow overhead that can be canceled from if canceled into.
  • Both hits cancelable both raw and when cancelled into.
  • Therefore, it's best to just use the first hit and skip the second one.
  • The second hit will whiff if there was too much pushback before the first hit it will, for example, whiff after a cl.C f+A or cr.B cr.A f+A.
  • Iori sneaks behind the opponent and then claws at them, sending them flying almost fullscreen to the other side with a soft knockdown. Iori claws at the opponent, sending them flying almost fullscreen forwards with a soft knockdown.
  • j.CD: Has good priority forwards, so can be a good air-to-air.
  • st.CD: Has good priority and fairly fast startup speed for a st.CD, so it makes for a decent poke.
  • j.D: Good air-to-air that can also hit grounded opponents.
  • Due to this, it can be used as a good jump-in fake by doing it late. Has quite a lot of startup, so it needs to be done early or it will whiff.
  • j.C: Jump-in button that can crossup, but landing it is hard.
  • cr.D: Has long range but terrible recovery.
  • Has some forwards priority, so it could be a decent closer-range poke.
  • cr.B: Standard low move for low combos or blockstrings.
  • cr.A: Good for combos or blockstrings.
  • st.C: Nice longer-range poke, since it's cancelable on hit, block, and whiff.
  • the king of fighters 98 artwork

  • st.B: Short- to mid-range poke with some decent priority.
  • Great short-ranged button, as it gives Iori a bit of frame advantage and has a nice hitbox.
  • cl.D: Hits high up so can catch jumpouts, but it is not cancelable so it's not as good as cl.C.
  • Hits higher up, so it can catch close-range jump-outs.
  • cl.A: Mostly just useful as light combo filler.
  • hcb,f+P has more recovery after the throw, so it's harder to connect attacks afterwards.
  • qcb,hcf+P changed: now deals damage at once when it hits, but none when the opponent is stunned also reduced stunned timeĮxtra mode step dash distance moved is longer.
  • qcf,hcb+P is no longer a hard knockdown.
  • hcb,f+P startup is 3 frames faster, but invincibility frames are reduced.
  • The time that the hurtbox for qcb+P becomes lower is reduced by 3 frames.
  • dp+C now hits consistently, even against airborne opponents.
  • cr.B hurtbox is taller, so some projectiles can no longer be low-profiled.
  • Iori's main weakness is that a lot of his buttons aren't that great, so his grounded poking game can feel a bit lacking. On defense, he has access to a great DP for reversals and anti-airs, and a good DM that can low-profile and anti-air well. Most of these options will allow him to combo into rekka again and repeat the situation. He has plenty of mixup options, like a good crossup, a command grab he can combo out of, good low confirms, and an overhead. At further ranges, he has a fireball and a good poke as his main tools, but Iori really starts to shine when he lands a hit into his hard knockdown rekka. Iori is a highly versatile character that can do just about anything, but leans towards rushdown and mixups due to his great access to hard knockdowns.












    The king of fighters 98 artwork