The King of Fighters 2001 Character FAQ on Iori Yagami For The MVS Arcade System & The Neo*Geo Home Cart System By Raul Torrez (Kim_Kaphwan@tekken.cc) This FAQ is Copyrghted Work 2002 Raul Torrez The King of Fighters 2001, SNK, Iori Yagami, other SNK Characters are all Registered Trademarks and Copyrighted by SNK Corporation of Japan and Eolith. Contents: I. Why Iori Yagami? II. Iori's Bio and Info III. KoF2001's Basic Commands IV. Iori's Basic Moves V. Iori's Special Moves VI. Iori's Combos VII. Strategies VIII. Iori's Entrance and Winning Poses IX. Closing and Credits I. Why Iori Yagami? Let's face it, Iori's a badass. He's got everything when it comes right down to it. His speed and strength are great. Iori is a great character for beginners. This year, he's got tricks up his sleeve. He also has a New Standing animation. So, read on if you wanna know how to use Iori Yagami. Iori's Bio and Info: Fighting style: Yagami-Style Weapon Fighting and his Instinct Birthdate: March 25 Age: 20 Country: Japan Blood type: O Height: 183 cm Weight: 76 kg Hobby: His band Favorite Food: Meat Mastered Sport: Any sport Prized Things: His new girlfriend Dislikes: Violence Seiyuu/Voice Actor: Kunihiko Yasui First Appearance: The King of Fighters '95 Other Game Appearances: The King of Fighters '95-2001, The King of Fighters Kyo, The King of Fighters R1, The King of Fighters R2, The King of Fighters "Battle de Paradise", Gals Fighters, Capcom vs. SNK "Millennium Fight 2000", Capcom vs. SNK "Millennium Fight 2000" Pro, Capcom vs. SNK 2 "Millionare Fighting 2001", SNK vs. Capcom "Match of the Millennium", SNK vs. Capcom "CardFighter's Clash" SNK Card Set, SNK vs. Capcom "Card Clash 2" Iori's King of Fighters Team Members: KoF'94: N/A KoF'95: Iori Yagami, Eiji Kisaragi, Billy Kane KoF'96: Iori Yagami, Vice, Mature KoF'97: Iori Yagami (Single Entry) KoF'98: Iori Yagami, Vice, Mature KoF'99: Iori Yagami (Single Entry) KoF'00: Iori Yagami (Single Entry) KoF'01: Iori Yagami, Vanessa, Seth, Ramon Iori's King of Fighters Background Music: KoF'94: N/A KoF'95: Stormy Saxophone KoF'96: Stormy Saxophone 2 KoF'97: Cool Jam and MIRTHLESS (Riot of the Blood Iori Yagami's music) KoF'98: Stormy Saxophone and Cool Jam KoF'99: Sadistic Eyes KoF'00: Stormy Screams KoF'01: ???? III. KoF2001 Basic Commands Iori's Key Configuration: A- weak punch B- weak kick C- strong punch D- strong kick f- forward b- back u- up d- down Start- taunt qcf- quarter circle forward qcb- quarter circle back df- diagonally down forward db- diagonally down back uf- diagonally up forward ub- diagonally up back (air)- can be done in the air DM- Desperation Move SDM- Super Deperation Move PK- must be pressed at same time (AB, CD, BC, etc.) Xx- can cancel move >- follow up Basics: Run- f, f (hold f while running) Dash Back- b, b Normal Jump- up Short Jump- tap d, uf/ d, u/ d, ub Quick Jump- d, uf/ d, u/ d, ub Emergency Attack Avoidance Forward- AB or f + AB Emergency Attack Avoidance Back- b + AB Falling Recovery Roll- AB before hitting the ground Throws- f or b + C/D Throw Escape- any button when grabbed Knockdown Attack- CD (can be done standing or in air) Guard Escape Roll Forward- when blocking, AB or f + AB (requires 1 Power Stock) Guard Escape Roll Back- when blocking, b + AB (requires 1 Power Stock) Guard Knockdown Attack- when blocking, CD (requires 1 Power Stock) Striker Call 1- BC (requires 1 Power Stock) Striker Call 2- f or d + BC (requires 1 Power Stock) Striker Call 3- b + BC (requires 1 Power Stock) Taunt- Start Descriptions of Basic Commands: Falling Recovery Roll- AB before hitting the ground Whenever hit by an attack that knocks you to the ground, you can recover before hitting the pavement. This command will only work if hit by basic attacks, special attacks, DM's, and SDM's that knock ya on to the ground. Throw Escape- any button when grabbed This does not work in the air, against Benimaru, Mai, Athena, Yuri, Clark, and Leona, since they all have air throws. GROUND ONLY! Knockdown Attack- CD (air) If hit by this attack, the opponent will hit the ground. Think of this as a Fierce Attack. Not even the falling recovery roll will work after being hit by the Knockdown Attack. Emergency Attack Avoidance Forward/Back- AB, f + AB, b + AB Just like in KoF'98, using this command will enable your character to AVOID an attack from the opponent. Your character is INVINCIBLE for that breif moment of rolling. Remember though, you can be thrown or hit after the roll. Guard Escape Roll Forward/Back- when blocking, AB, f + AB, b + AB (requires 1 Power Stock) When blocking an attack, your character will roll forward or back from the opponent. This move can be used to distance yourself, if being pressure attacked. Guard Knockdown Attack- when blocking, CD (requires 1 Power Stock) When blocking an attack, your character will perform the CD Attack, which will knock the opponent away from you. The only problem with the attack is that it does no damage to the opponent. Great to distance yourself from the opponent though. Striker Call 1- BC (requires 1 Power Stock) Striker Call 2- f or d + BC (requires 1 Power Stock) Striker Call 3- b + BC (requires 1 Power Stock) A Striker is a character in the team, which is assigned to HELP/AID your character in the fight. Strikers play a big part in battle. Each Striker has a different ability to help the character. You still can call Strikers out while performing a special move on the ground or in air. There's a new option this year, where you can select up to 3 Strikers on your team. You can also call all 3 out at the same time. Strikers have a BIG IMPACT on your fighter during the battle. Here's a list of what the Strikers do for the character..... -By picking 1 Striker, your 3 Fighters can get up to 2 Power Stocks. -By picking 2 Strikers, your 2 Fighters can get up to 3 Power Stocks. -By picking 3 Strikers, your 1 Fighter can get up to 4 Power Stocks. -By picking 0 Strikers, your 4 Fighters can get only 1 Power Stock. -The more Strikers you chose, the shorter your Power Gauge will be. Meaning, it will not take as long to bulid your Power Gauge. -Strikers have an IMAPCT on the Strength and Defense of your Fighters. More like a Ratio System. The less Strikers you have, the less powerful your Fighter becomes. The more Strikers you have, the more powerful your fighter becomes. Desperation Moves & Super Desperation Moves- DM's and SDM's are your Super Moves. In order to use DM/SDM's, you must fill up the Power Gauge to stock a DM. You can store up to 4 stocks (determining how many Strikers are chosing). Only certain DM's can be SDM's. SDM's take 2 Power Stocks to use and must be done by presing 2 buttons, instead of one button. Super Cancels- A new addition to KoF2k1, in which you can cancel special moves into DM/SDM's. In order to Super Cancel, you must have a least 2 Power Stocks at the most. 1 Stock to Super Cancel and the other to perform the DM/SDM. When the character starts to flash white, this indicates that you have successfully Super Canceled Critical Wire Attacks- A new addition to Kof2k1. These are attacks based on counters. Critical Wire Attacks occur during a counter hit, in which the opponent goes flying towards the wall and will be bounced back after hitting the wall. You can follow-up alot of stuff with this move. This is something to watch for in the future. Counter Wire Attacks- This is basicaly your Counter Attacks. If you hit a Counter Wire Attack, you'll be able to add more hits than before. Somewhat making infinites possible. IV. Iori's Basic Moves A (weak punch): standing- Mid Standard Jab, which comes out quick. Not much for this move. crouching- Low Standard Jab, which comes out fast and can be canceled into Yumebiki, Oniyaki, Aoi Hana, Kuzukaze, and Ya Otome. Nice crouching combo starter for Iori. Iori has a new animation for his cA. jumping- 45 degree angle downward jab which is a great short jump move. close- same as standing, but can be canceled into Yumebiki, Oniyaki, Aoi Hana, and Ya Otome. Iori also has a new aniamtion for his close sA. B (weak kick): standing- A Snap Side Kick which comes out fast. Nice poke attack. crouching- Quick Low Kick which can be canceled into a crouching A/B or standing A/B. Another good combo starter. Iori also has a new animation for his cB. jumping- Forward Snap Kick which can be used as another short jump attack. Good air to air attacks well. close- A Low Kick which is a great combo starter and can be canceled into Yumebiki, Oniyaki, Aoi Hana, and Ya Otome. C (strong punch): standing- A Mid Slash with his hand, which comes out fast. Cannot be canceled into anything. crouching- Rising Slash to the face, which comes out fast and can be canceled into Yumebiki, Goufu In "Shinigame", Oniyaki, Aoi Hana, Yami Barai, Kototsuki In, and Ya Otome. Great anti-air move too. jumping- Downward Hand Chop. Decent jump in so you can link up standing A/B/C, Oniyaki, or Ya Otome. close- A Standard Uppercut which can be canceled into Yumebiki, Goufu In "Shinigame", Yami Barai, Kototsuki In, and Ya Otome. D (strong kick): standing- A Standard Roundhouse Kick which comes out fast and has great reach as well. His Best poke attack. crouching- A Low Drop Kick which moves forward and comes out fast too. Great reach. jumping- A Side Kick which has great range and a great air to air attack. Good short jump attack too. close- Punt Kick which hits high. Cannot be canceled into anything. AB (Emergency Attack Avoidance Forward/Back) Iori leans forward and does a slide or rolls backwards to avoid the attack. His back roll is not as great as the previous years. It almost covered the entire screen. Iori's is very fast and Invincible at the start up of the move. CD (Knockdown Attack) On the ground, Iori moves forward while doing a Shoulder Attack. In the air, Iori will do a Double Axe Handle. This move is best used in the air. Using it as a short jump attack is even better. You can follow up after the CD attack, but only if the attack is a Counter Hit. V. Iori's Special Moves -Throws Sakahagi- when close, b or f + C Saka Sakahagi- when close, b or f + D -Command Moves Ge Shiki: Yumebiki- f + A, f + A Ge Shiki: Goufu In "Shinigame"- f + B Ge Shiki: Yuri Ori- in air, b + B Ge Shiki: Yuri Ori- b, b + B (Glitch) -Special Moves 108 Shiki: Yami Barai- qcf + A/C 100 Shiki: Oniyaki- f, d, df + A/C 127 Shiki: Aoi Hana- qcb + A/C (perform 3 times) >108 Shiki: Yami Barai- qcf + A/C (Follow up from 1st/2nd hit of Aoi Hana) >100 Shiki: Oniyaki- f, d, df + A/C (Follow up from 1st/2nd hit of Aoi Hana) >212 Shiki: Kototsuki In- hcb + B/D (Follow up from 1st/2nd hit of Aoi Hana) >Kuzukaze- when close, hcb, f + A/C (Follow up from 1st/2nd hit of Aoi Hana) 212 Shiki: Kototsuki In- hcb + B/D Kuzukaze- when close, hcb, f + A/C -Desperation Moves Kin 1211 Shiki: Ya Otome- qcf, hcb + A/C >SDM Ura 327 Shiki: Yami Sugi- qcf, qcf, qcf, qcf + AC (Following Ya Otome) -Striker Actions Striker Attack- Ura 108 Shiki: Ya Sakazuki -Super Cancels 100 Shiki: Oniyaki 127 Shiki: Aoi Hana -Critical Wire Attacks Unknown -Counter Wire Attacks Unknown Move Descriptions: Sakahagi- when close, b or f + C Iori will grab the opponent's Mid Section, then claws him/her away while the opponent falls to the ground. Saka Sakahagi- when close, b or f + D Iori will slide through the opponent, then grabs the back of the opponent and claws away while him/her falls to the ground. Good to distance yourself. Ge Shiki: Yumebiki- f + A, f + A Iori will claw the opponent, then following with a backhand. Both f + A's are cancelable. The 1st or 2nd f + A can be canceled into Yami Barai, Oniyaki, Aoi Hana, Kototsuki In, or Ya Otome. This can also be used as a poke attack too. You can go into Yumebiki from standing A/B/C or Kuzukaze. This is one of Iori's MAIN Patterns, so get used to it. Ge Shiki: Goufu In "Shinigame"- f + B Iori will do an Axe Kick. This move is an overhead hit, which can be used against opponents that turtle alot. But be careful, this move comes out very slow. This move can be comboed from standing or crouching C. If comboed, the move becomes cancelable into Yami Barai, Oniyaki, Aoi Hana, Kototsuki In, and Ya Otome. It can also become cancelable from crouching or standing A/B. Ge Shiki: Yuri Ori- in air, b + B While in the air, Iori will extend his leg back. This move is a cross-up attack. If done correctly, Iori should hit the opponent with his extended leg, which puts the opponent in STUN. While the opponent is in STUN, you have that brief second to follow up with any attack. Ge Shiki: Yuri Ori- b, b + B (Glitch) While Iori dashes back, you can press B and he'll do his Yuri Ori animation. Iori will just do his back dash in Yuri Ori animation. This move is better than Iori normal back dash, because it goes further than Iori's normal back dash. 108 Shiki: Yami Barai- qcf + A/C (Follow up from 1st/2nd hit of Aoi Hana) Iori motions his arm while he throws the purple flame from his hand, in which the flame moves forward on the ground. The A Yami Barai moves slow, as the C Yami Barai moves fast. Yami Barai can also be canceled from Aoi Hana, on either the 1st or 2nd hit. 100 Shiki: Oniyaki- f, d, df + A/C (Follow up from 1st/2nd hit of Aoi Hana) Iori leaps straight into the air, while uppercutting with the purple flames around him. The A Oniyaki has a small leap, as the C Oniyaki has a larger leap. A/C Oniyaki knocks down the opponent, unlike Kyo's Oniyaki which either knocks down or doesn't knockdown. Oniyaki is Iori's Super Cancel move. You have to either cancel it on the 1st hit with A/C Oniyaki or the 2nd hit from C Oniyaki. Oniyaki can also be canceled from Aoi Hana, on either the 1st or 2nd hit. 127 Shiki: Aoi Hana- qcb + A/C (perform 3 times) Iori slides forward and delivers one standing uppercut, then slides forward again to give another sliding uppercut, and finishes off with a leaping Double Axe Handle. Iori can delay the 3rd Aoi Hana. The 3rd Aoi Hana is an overhead attack. Aoi Hana is cancelable on the 1st or 2nd hit with Yami Barai, Oniyaki, Kototsuki In, and Kuzukaze. Aoi Hana is Iori's Super Cancel move. You have to cancel it on the 2nd hit of Aoi Hana. 212 Shiki: Kototsuki In- hcb + B/D (Follow up from 1st/2nd hit of Aoi Hana) Iori runs toward the opponent. If connected, he then elbows the opponent with one arm and slams them to the ground with his other arm, while setting them on fire. B Kototsuki In has good recovery time if you don't hit the opponent. D version goes full screen. Kototsuki In can also be canceled from Aoi Hana, on either the 1st or 2nd hit. Kuzukaze- when close, hcb, f + A/C (Follow up from 1st/2nd hit of Aoi Hana) Iori grabs the opponent by the head, then swings him/her to the other side. Iori switches sides in the process, leaving the opponent STUNNED for a brief moment, giving Iori a chance to capitalize with any of his moves or DM. The first few frames have Invinciblity. Kuzukaze is unblockable too. Kuzukaze can also be canceled from Aoi Hana, on either the 1st or 2nd hit. Taunt- Start Iori stands straight with a grin on his face while saying, "Orega kowai noka?" ("Are you afraid/scared of me?"). The taunt can be canceled when Iori says, "Orega kowai". Kin 1211 Shiki: Ya Otome- qcf, hcb + A/C Iori charges up, then slides toward the opponent. If connected, Iori will start to claw and slash his opponent with 8 hits, then finishing it off with a grab in which Iori explodes the opponent up with his purple flames. Ya Otome can go under projectiles. Ya Otome can be used as an Anti-Air. C Ya Otome goes full screen and can be Super Canceled from Oniyaki and Aoi Hana. Ya Otome also has a SDM follow up. >SDM Ura 327 Shiki: Yami Sugi- qcf, qcf, qcf, qcf + AC (Following Ya Otome) After the explosion from Ya Otome, Iori will then launch the opponent up with a slash from one arm and claws him/her even higher with his other arm, as Iori starts to laugh sadistic, he summons a large purple piller, which explodes the opponent. Yami Sugi does a great deal of damage. Some people have trouble performing the SDM. The easiest way I perform it, is when Iori grabs the opponent during the end of Ya Otome. Right when Iori grabs the opponent, start imputting the command. During the explosion, press AC. Striker Attack- Ura 108 Shiki: Ya Sakazuki Iori will slide from out of the screen, then elbows the opponent (if close to the edge of the screen) and throws out Yami Barai. If Yami Barai hits, it will cause the opponent to launch in the air, while there still is a purple puddle on the ground from Yami Barai. After throwing out Yami Barai, Iori will slide out of the match. It's not a bad Striker Attack and it's fairly easy to get into a combo. VI. Iori's Combos s- standing c- crouching j- jumping cX- cross-up (1)- cancel on first hit (C)- must be done in corner (*)- Super Cancel (Beginner/Intermediate Combos) cB, cA, A/C Oniyaki - 3/4-hits cB, cA, A Aoi Hana x3 - 5-hits cB, cB, cA, A Aoi Hana x3 - 6-hits cB, cA, Yumebiki(1), Aoi Hana x3 - 6-hits cB, cA, Yumebiki(1), C Yami Barai - 4-hits cB, cA, Yumebiki(1), A/C Oniyaki - 4/5-hits (C) cB, cA, Yumebiki(1), Aoi Hana x2, A/C Oniyaki - 6/7-hits cB, cA, Yumebiki(1), Aoi Hana x2, Oniyaki, Ya Otome - 14-hits (C)(*) cB, cA, Yumebiki(1), Aoi Hana x2, Kototsuki In - 7-hits cB, cA, Yumebiki(1), Aoi Hana x2, Ya Otome - 13-hits (*) cB, cA, Yumebiki(1), Aoi Hana, Oniyaki - 5-hits (C) cB, cA, Yumebiki(1), Aoi Hana, Kototsuki In - 6-hits cB, cA, Yumebiki(1), Aoi Hana, Oniyaki, Ya Otome - 13-hits (*) cB, cA, Yumebiki(1), Ya Otome - 11-hits cB, sB, Yumebiki(1), Aoi Hana x3 - 6-hits cB, sB, Yumebiki(1), C Yami Barai - 4-hits cB, sB, Yumebiki(1), A/C Oniyaki - 4/5-hits cB, sB, Yumebiki(1), Aoi Hana x2, A/C Oniyaki - 6/7-hits cB, sB, Yumebiki(1), Aoi Hana x2, Oniyaki, Ya Otome - 14-hits (*) cB, sB, Yumebiki(1), Aoi Hana x2, Ya Otome - 13-hits cB, sB, Yumebiki(1), Aoi Hana x2, Kototsuki In - 7-hits cB, sB, Yumebiki(1), Aoi Hana, Oniyaki - 5-hits cB, sB, Yumebiki(1), Aoi Hana, Kototsuki In - 6-hits cB, sB, Yumebiki(1), Aoi Hana, C Yami Barai - 5-hits cB, sB, Yumebiki(1), Aoi Hana, Oniyaki, Ya Otome - 13-hits (*) cC, A/C Oniyaki - 2/4-hits cC, Aoi Hana x3 - 4-hits cC, Kototsuki In - 3-hits cC, C Yami Barai - 2-hits cC, Ya Otome - 9-hits cA, Yumebiki - 3-hits sA, Yumebiki - 3-hits sB, Yumebiki - 3-hits sB, Yumebiki, C Aoi Hana x3 - 6-hits sB, Yumebiki, C Aoi Hana x2, Oniyaki - 6-hits sB, Yumebiki, C Aoi Hana x2, Kototsuki In - 7-hits sB, Yumebiki, C Aoi Hana x2, Oniyaki, Ya Otome - 14-hits (C) sB, Yumebiki, C Aoi Hana x2, Ya Otome - 13-hits (*) sB, Yumebiki, C Aoi Hana, C Yami Barai - 5-hits sB, Yumebiki, C Aoi Hana, Kototsuki In - 6-hits sB, A/C Oniyaki - 2/4-hits sA, sA, A/C Oniyaki - 3/4-hits sA/B, Oniyaki, Ya Otome -10/11-hits (*) jD, sC, Goufu In "Shinigame", Oniyaki - 4-hits jD, sC, Goufu In "Shinigame", C Yami Barai - 4-hits jD, sC, Goufu In "Shinigame", C Aoi Hana x3 - 6-hits jD, sC, Goufu In "Shinigame", C Kototsuki - 5-hits jD, sC, Goufu In "Shinigame", C Aoi Hana x2, Kototsuki In - 7-hits jD, sC, Goufu In "Shinigame", C Aoi Hana x2, C Oniyaki - 6-hits jD, sC, Goufu In "Shinigame", C Aoi Hana x2, Ya Otome - 13-hits (*) jD, sC, Goufu In "Shinigame", C Aoi Hana x2, C Oniyaki, Ya Otome - 14-hits (*) jD, A/C Oniyaki - 2/4-hits jD, Kumebiki - 3-hits jD, Kumebike, Ya Otome - 11-hits jD, Kumebiki, Oniyaki - 4/5-hits jD, Kumebiki, Oniyaki, Ya Otome - 12-hits (*) A Yami Barai, Ya Otome - 9-hits Note: Any combo with Ya Otome can be followed up by SDM Yami Sugi. You must have at least 3 Power Stocks to pull it off. This is an example, Ya Otome (1 Stock), and SDM Yami Sugi (2nd Stock). Or Super Cancel (1 Stock), Ya Otome (2nd Stock), and SDM Yami Sugi (3rd Stock). (Advanced Combos) cB, cB, cA, C Aoi Hana x2, Oniyaki, Ya Otome, SDM Yami Sugi - 21-hits (*) (requires 3 Power Stocks) cX Yuri Ori, sB, Yumebiki, Ya Otome, SDM Yami Sugi - 19-hits cX Yuri Ori, sB, Yumebiki, C Aoi Hana x2, C Oniyaki, Ya Otome, SDM Yami Sugi - 22-hits (*) (requires 3 Power Stocks) (C) cX Yuri Ori, sB, Kuzukaze, Kumebiki(1), C Aoi Hana x2, C Oniyaki, Ya Otome, SDM Yami Sugi - 21-hits (*) (requires 3 Power Stocks) (Striker Combos) None Haven't fooled around with Strikers yet. UPDATE this part later. VII. Strategies Iori can be played both offensive and defensive. Offensive- Iori's best friend is his run. While running, you can roll once close to the opponent or use Oniyaki. You can also use his sD or Yumebiki (1st f + A) as running poke attacks. Short Jumping also helps too. His Short Jump D and CD Attacks are good jump ins. Iori's sB plays a big part for Iori. He can tick throw with Kuzukaze from sB (only if sB connects). Iori's sB is his best combo starter. You can confuse people with sB, because it hits low. Running and while getting close to the opponent, you can use sC. You can follow up anything after sC. Yuri Ori plays an important role in Iori's cross-up game. Yuri Ori is worth trying to hit. You get free shots after the cross up, because the opponent is still STUNNED from the hit. It's best to follow up the cross up with the first hit of Yumebiki. Usually, the best time to cross up the opponent, is when you knock them down with a attack and there still trying to recover. Just run and cross up. Defensive- Yes, Iori is good at turtling. His Yami Barai Lure is still alive and well. Basically, you throw out Yami Barai and either wait for the opponent to make there move. There are only a few options the character can do, jump over the fireball or towards Iori, roll past the fireball, or just block. If the character decides to jump toward Iori, you can either use Oniyaki or Ya Otome as anti-airs. If they decide to roll past Yami Barai, you can do Kototsuki In or Ya Otome. There is a way to avoid the trap as well. Short Jumping with or without an attack. Iori's cD is a great way to keep the opponent back, since it's range is quite good. Iori's sD makes a great poke attack too. Iori's jD and CD Attacks are his best air-to-air game. CD Attacks works as a means of defense too. Recovering- Iori's wake up move would be Oniyaki. Iori's throws and Kuzukaze works as well. Aoi Hana- Iori can play mind games with this move. Since Aoi Hana has 4 follow ups which are Yami Barai, Oniyaki, Kototsuki In, and Kuzukaze. You could throw Yami Barai out from full screen and start doing Aoi Hana x2, then you can cancel into any of the follow ups. Be doing this, can cause more confusion for your opponents. If the opponent blocks Aoi Hana 1 or 2, always b sure to cancel Yami Barai. By doing this, you space yourself away from harms way, unless the opponent uses Guard Escape or Guard Knockdown Attack. That's all I have for now. I'll be sure to update with more stuff. VIII. Kim's Entrance and Winning Poses Entrance 1- Iori has his back turned from the opponent, while saying, "Sugu raku ni shite yaru." ("I will make this easy."). Then turns towards the opponent in his fighting stance. Entrance 2- (Iori Yagami vs. Kyo Kusanagi) In the middle of teh screen, Kyo and Iori stand next to each other. Kyo then rises his head towards Iori and says, "Temee no hono ga nanin iru da?" ("What color is your flames?"). Iori then turns his head towards Kyo and says, "Ita non koto wa sore dake ka? Naraba....." ("Is this all you have to ask? Well then....."). As Iori is done speaking, they both let loose there flames, which result in a explosion, and causes them to return to there start positions. Entrance 3- (Iori Yagami vs. Kim Kaphwan) Kim stands with his back slightly turn and his head turn to the background. Kim proceeds to turn his head and then he begins to open his eyes slowly, while rising his arm slowly to point at Iori. During this, he says, "Ikuzo!" ("Let's go!"). Then, Kim goes into his fighting stance. Iori will do his normal Entrance pose. Win Pose 1- Iori will put his hand on his face while looking down, then Iori proceeds to start laughing normal, while he slowly rises his head, he starts to laugh like a maniac. Win Pose 2- Iori will slouch over towards the opponent with his hands in his pocket, while saying, "Sonomama shine!" ("Just die there!") Time Over Pose- Iori bites and tears a piece of his sleeve from his white shirt in disbelief of the outcome. Striker Call Pose- Iori poses while raising his arm in the air with his finger pointing to the sky. IX. Closing and Credits This FAQ is copyrighted work by Raul Torrez, so please don't profit or modify from the FAQ in anyway. I made this Iori Yagami FAQ for people who are interested in learning him. If you have any contributions, comments, or corrections, feel free to e-mail me and I'll credit you. I'll update this FAQ soon with more stuff like Striker Combos and other stuff. Everything I did on this FAQ is from the top of my head. I hope this FAQ helps people out. I'd like to thank....... The LORD for blessing me everyday. Joku for showing me the way SNK with games like The Fatal Fury/King Of Fighters Series. Not even you can forget the countless hours we spent on KoF'96! Some fun times! SNK/Neo*Geo for creating Iori Yagami and The King of Fighters Series. The Future is Indeed Now! Eolith for devloping The King of Fighters 2001. King of Fighters 2001 OST, where I got Iori's info from. My Neo*Geo AES System and King of Fighters 2001. Without them both, this FAQ could not possible. Kao Megura because I got Iori's move names from his KoF2000 FAQ. He also writes great KoF FAQ's too. The man's The King of FAQ's! http://www.gamefaqs.com for all the great faqs they have up. And you for taking the time to read this FAQ. Raul Torrez Copytrighted (c) 2002