Kusanagi’s eternal rival, ‘Yagami Iori’
Iori is a balanced fighter that has blast, strike, and dash-strike-grapple skills with 3,589 ATK and 3,231 DEF. His basic attack, Aoibana, helps connect his quick attack combos. His skills also have quick motions, so he’s an offensive fighter who’s great when played aggressively.
The core of combos! In-depth analysis of the ‘basic attack’
127 Shiki Aoibana (LP, 1st, 2nd attack) → Ge Shiki Gofun In Shinigami → 100 Shiki Oniyaki (LP, Airborne)
※ Counterable after guarding up to 2nd strike (Difficulty: Easy)
Iori’s attacks have the best performance. The Aoibana of the original versions are included in his basic attacks as the 1st and 2nd strikes, so they assist when you want to connect skill combos. The 1st, 2nd strikes, Aoibana, and 3rd strike, Gofun, have paralysis effects, and the 4th strike, Oniyaki, has an airborne effect. There’s a gap where opponents can counter between the 2nd and 3rd strikes, so if the opponent guards the first two strikes, stop the basic attacks and connect skills to be safe.
In-depth analysis of the Q skill — 108 Shiki Yamibarai
- Fast projectile, standing effect on hit
※ Counterable with basic attack after guarding from close range (Difficulty: Normal)
Emergency dodge possible
‘Yamibarai’ has a fast projectile speed, so it’s good to contain your opponent or use it to take them by surprise. If the opponent is hit, they are forced into a standing paralysis state, so you can connect combos stably with basic attacks or other skills. Also, if you combine it with the basic attacks and motion canceling, it can be great connections that lead to strong big hits.
In-depth analysis of the W skill — 127 Shiki Aoibana
127 Shiki Aoibana (HP, 1st-3rd strikes) → Kin 1218 Shiki Yatagarasu (4th strike, Airborne)
※ Counterable with basic attack (Difficulty: Hard), grapple&strike skill attack (Difficulty: Normal) between 2nd and 3rd strikes.
Guard counter possible after 1st strike (Difficulty: Hard)
Emergency dodge possible after 3rd strike
In KOF Arena, 127 Shiki Aoibana connects to Kin 1218 Shiki Yatagarasu. There’s a standing effect on the 1st to 3rd strikes Aoibana, and an airborne effect on the 4th strike Yatagarasu. Opponents can use emergency dodge between Aoibana and Yatagarasu.
In-depth analysis of the E skill — 212 Shiki Kotosuki In
Dash → Strike+Grab (Airborne) → 100 Shiki Oniyaki (HP, Airborne)
※ Counterable with basic attacks or skills between the dash-strike and grapple attacks. (Difficulty: Normal)
Emergency dodge impossible
Kotosuki In, which dashes quickly, strikes once, and grabs the opponent to smash on the ground, is good for taking advantage of the opponent’s gaps. However, if you use it when the distance is too far, the opponent can easily dodge it or counter it after guarding the first strike. The best timing to use it is when an opponent fighter’s skill misses or right after they used dodge.
If you use basic attacks right after the grapple attack, you can connect a standing combo. This is a great technique to use to connect to big hits when the opponent’s emergency dodge is on cooldown.
In-depth analysis of the ‘finisher’ — Kin 1211 Shiki Yaotome
- 7.7-second animation
- Yaotome → Ura 316 Shiki Saika (Connected)
※ Escape + emergency dodge possible during the multiple hits of Yaotome
Yaotome is a finisher that dashes to the opponent fighter, strikes the opponent multiple times, and finishes with Ura 316 Shiki Saika. There’s a unique factor of Iori’s finisher — most other finishers have an animation time of within 4 seconds, but Yaotome’s animation is 7.7 seconds. Using this, it’s possible to aim for a time over win if the opponent doesn’t have escape.
In-depth analysis of the ‘ultimate’ — Sanjingi no Ni
- 7.4-second animation
- Double blast attack combo possible (MAX mode + Yamibarai + Sanjingi no Ni + Yamibarai)
After Sanjingi no Ni, the skill throws the opponent to a close distance from Iori. You can follow the opponent to connect combos by using Yamibarai, Aoibana, and Kotosuki In, so you can keep the initiative after the skill. The animation time is quite short at 7.4 seconds, so you can aim to turn the game around with about 8 seconds left.
Iori’s unavoidable ‘death combo’
Aoibana (A1, A2) → Gofun (A3) → Oniyaki (A4, Cancel motion) → Yamibarai (Q) →
Aoibana (A1, A2) → Gofun (A3) → Oniyaki (A4) → Aoibana (A1, A2) →
Aoibana (W, Cancel 2nd strike) → Aoibana (A1, A2) → Gofun (A3) →
Oniyaki (A4) → Kotosuki In (E) → Yamibarai (Q) → Sanjingi no Ni