======================================================================== King of Fighters '98 Iori Guide Version 2.5, by Brian Lui. ======================================================================== v2.5 11/05/99 Added the Pressure Flowchart. Small changes to some moves. v2.0 10/04/99 Changed many of the normal move entries; added an unfinished pressure trap section. v1.5 22/01/99 Added uses for the low B, nail gale, jump B, jump C. v1.2 27/11/98 Changed scum gale entry. Changed many of the character matchup entries, added entries for Chris. v1.1 29/10/98 Second released version. Now finally complete. Awaiting comments. v0.7 12/10/98 First released version. Strategy section incomplete. Sent to KoF ML for comments. The latest version of this guide can be found at: http://home.hkstar.com/~luibr/iori.txt Please feel free to email me at _luibr@hkstar.com_ any suggestions or other comments you may have. Contents -------- 1. Introduction 1.1 Purpose of this document 1.2 Changes from '97 1.3 The inevitable 'Why I like Iori Yagami' section 2. Moves 2.1 Normals 2.2 Command attacks & throws 2.3 Specials 2.4 DMs 3. Gameplay 3.1 Combos 3.2 Advanced vs. Extra 3.3 Strategy 3.4 The Deadly Iori Pressure Tactic 3.5 Matchups 4. Acknowledgements/Credits ------------------------------------------------------------------------ 1. Introduction ------------------------------------------------------------------------ 1.1 Purpose of this document ----------------------------- To provide a guide for Iori Yagami in KOF '98 so that you can win your matches. To encourage a higher level of Iori Yagami play. 1.2 Changes from '97 --------------------- Depending on how you played Iori in '97, you will find that he has either not changed much at all, or changed for the worse. If you are a scrubby fireball - DP pattern abuser, you will still have some success playing Iori that way in '98. But if you played him really offensively and abused the scum gale, you will find him weaker. This guide mainly concentrates on the second species of players, and offers a way to play Iori that is more effective than simple pattern manipulation. 1.3 The inevitable 'Why I like Iori Yagami' section ---------------------------------------------------- No reason, really. But I just think he looks really cute overall. Oh, yeah, and he has nice hair. ------------------------------------------------------------------------ 2. Moves ------------------------------------------------------------------------ When describing Iori's moves I'll rate each one's usefulness on a scale of one to five "stars," a technique pioneered by Andrew Park and Greg Kasavin in their excellent '97 Kim and Yashiro guides respectively (both are available at http://www.gamefaqs.com). You might also notice that I copied the above sentence wholesale from Tony W's '98 Chris guide. That's how lazy I am. But hey, I managed to turn out a 30KB+ guide, so I can't be all bad! 2.1 Normals ------------ Standing A ---------- This is your normal, run-of-the-mill, interruptable standing A. Both the far and close versions of the standing A are a single light jab to the abdomen. Quick to come out, but it has poor priority and you have better options such as the close C or low A. Usefulness: [*----] Far B ----- A quick kick to the shins. It is quick to come out and will usually stuff anything that your opponent is attempting. However, it is not interruptable and thusly not too useful. For a quick poke you would normally want to stick to the low B; the far B is normally done when you were aiming for a close B but didn't get the range right. Usefulness: [*----] Close B ------- A funny looking kick to the foot. This kick hits low and is interruptable. It is also fast to come out and will catch some people napping. Follow up with a fw+A which can then be interrupted into many other things. It can also be used to set up a scum gale 'tick throw'; indeed every close standing or crouching light attack can. Usefulness: [***--] Far C ----- A downwards claw swipe. Has okay priority and is interruptable, normally cancelled into a fireball or deadly flowers. Unlike in '97, however, the whole of the deadly flowers may not connect if the C is done from maximum range. It has a small delay at startup. Usefulness: [****-] Close C ------- An upwards punch (or maybe a claw swipe, I couldn't see clearly). Interruptable and instant, and great air defense. Has a tendency to whiff on crouchers, however. This is your main combo starter. Usefulness: [*****] Far D ----- A roundhouse kick to the stomach. Has super priority and deceptively long range. It will hit many jumpers and most ground attacks. It is also good to stuff rolls with because it is quite meaty. Anytime you are in 2-3 character widths you can stick this out safely. Usefulness: [*****] Close D ------- A really high high kick. Great priority against jumpers, but the close C is preferred because you can cancel it into a fireball for more block damage (they will get hit by the close C and then land on the fireball). You can use this if you are not sure about the range of the close C and can't be bothered to input the motion for the Oniyaki. Usefulness: [**---] Stand CD -------- A shoulder charge. This is cancellable. It has very high priority (doesn't Iori have high priority for everything? ^_^) and you can follow it up with a qcf+C for a good zoning tactic and to gain the initiative. Usefulness: [****-] Low A ----- A punch. Linkable from the low B and interruptable, you should be following your low Bs up with this without thinking. Has a surprisingly long range for a low A as well. Usefulness: [****-] Low B ----- A great poking move with a long range, this can be linked into a low A for instant combo damage from a single low kick! But wait, there's more! It will stuff or at least trade with most other low Bs, and you get a FREE set of six steak knives! Another use is as air defense. Yes, that's right, air defense. Iori's sprite crouches so low that must air attacks not aimed specifically to hit low will whiff, and Iori can follow up with a combo. The low B is also low enough that if you do it repeatedly, you will be able to duck under Takuma, Ryo '95 fireballs. You don't actually get six steak knives, but it's still a great move. Usefulness: [*****] Low C ----- An upwards claw swipe. Also interruptable, and it is a superb move to use against rollers if you cannot manage to time your attack correctly. Usefulness: [***--] Low D ----- A two-legged kick. Comes out really quickly and has such great priority that it will even hit many DMs, this nevertheless has a big disadvantage when against people such as Chris or Iori: it has a long recovery. It is tempting to overuse this move because of its long range and priority, but it is a bad habit which you should try to cure yourself of. Usefulness: [*----] Jumping A --------- A punch. Although at first it seems to be useless, it is in fact a superb attack. It has supreme priority against enemies on the ground, can be as easily comboed from as any of the other jump attacks, and in addition can be used to set up a nasty scum gale 'tick throw'. Once you are familiar with Iori, use this punch occasionally. You will find that it rapidly becomes an integral part of your offense. Usefulness: [****-] Jumping B --------- A kick. Sometimes you will get this if you are trying for a crossup but you got the range wrong. You can still do a close standing B afterwards if you hit with this, though. This kick also stuffs many moves, and the hit stun is deceptively large; you can follow up even with a standing C combo as easily as you could with a heavy jump attack. It has superb anti-air priority and, like the jumping A, can be used as a 'tick throw' setup. Usefulness: [****-] Jumping C --------- The jumping C is important in higher levels of play. There is a small delay before it comes out, and this can be used to fake the opponent into blocking if you do the move just before you land; then you can follow it up with a scum gale. It also hits people who use Iori's low B as air defence, and it has great air to ground priority as well. Usefulness: [****-] Jumping D --------- THE kick. A roundhouse kick of godlike priority. Feel free to hop D whenever you are bored. Will trade with many anti-air or even hit cleanly. Also, it is much easier to follow up with a combo because the hit stun has been increased. Air to air or air to ground, it is equally effective and has no weaknesses. Usefulness: [*****] Jumping CD ---------- This is a nerve strike to the neck. This has superior air to air priority when compared to the jumping D, and you should use this in air battles. Usefulness: [***--] 2.2 Command Attacks and Throws ------------------------------- Thunder Axe Negative 'Death God' (Fwd + B) --------------------------------------------------------- A very slow overhead. This will not combo off of anything, and does not do much damage either. You can use it occasionally as an insult or to mess with people's minds. ^_^ Sometimes it just appears when you are trying to do a close B, fw+A. It is cancellable if you linked it from a normal, though. Usefulness: [*----] Lily Break (Back + B in air) ----------------------------- The longest range crossup in any game, anywhere. Has superior priority and causes extremely long hit stun. Normally when you going for the crossup, you should jump over your opponent, hold the joystick _forward_, and then press B. The reason for this is that since you are already on the opposite side of your opponent, the joystick motion is interpreted as forward instead. Sound confusing? Don't worry, just do it that way. For extra fun, do two of these in a row. Most opponents will get hit at least once. Usefulness: [****-] Dream Bullet (Fwd + A, A) ------------------------- Iori swipes exactly like his far C, and then does a second punch. The first swipe has similar properties to the far C and can be chained into and cancelled - for example a close B, fwd + A, qcf+C. The second punch is not really that useful; only use it after a crossup, close B, fw + A. Mainly used in combo attempts. Usefulness: [****-] Reverse Rip (Fwd/Back + C [close]) ---------------------------------- A normal throw. Nothing special about it. Reversed Reverse Rip (Fwd/Back + D [close]) ------------------------------------------- A normal D button throw which reverses direction. Again, nothing special. 2.3 Specials ------------- Yami Barai (QCF + P) -------------------- Iori's fireball which travels along the ground. The C version has been sped up slightly since '97. Recovery on this move is okay, but don't get too predictable with it or only do it from maximum range. Usefulness: [***--] Oni Yaki (DP + P) ----------------- Iori's uppercut. Never use the C version unless you are sure that the opponent will jump. The A version of the uppercut now always knocks down, has tremendous priority, and many characters cannot retaliate even if it is blocked. However, DP+A does not in fact have any autoguard, and hence will trade with selected moves (Kyo's jump dn+C being one example). Has decent recovery as well, so you can always do one of these if you anticipate a hop without placing yourself in too much danger. Usefulness: [*****] Aoi Hana (QCB + P, x3) ---------------------- The famous Iori sliding punches. Still deals great damage. However as mentioned above all of it may not combo from a far C, so reserve it for after a DP+K or close C, fw+A. The C version has longer range but is slower to recover. If your first hit gets blocked, usually you should not perform the 2nd and 3rd hits, and you should be safe from retaliation. A note about the A version of this move: it can be used as a good poking device. It has incredible speed and can hit your opponent out of many heavy punches or kicks. Since you cannot be punished after the first sliding punch, you can do lots of QCB+P (1st hit) in a row. Usefulness: [*****] Koto Moon Negative (HCB + K) ---------------------------- Doesn't have great priority, and the sliding punches do more damage in combos. The only use this move has is to counter slides such as Chris' or Chizuru's, since it is partly invulnerable to low attacks. Usefulness: [*----] Scum Gale (HCB, F + P) ---------------------- A command throw which can be followed up with a dash, close C, fw+A. This move now only comboes off of a close B or close/low A. Also this move is not instant coming out, and has inferior priority. It also has poor range. There are a few useful uses for this move; either as a frankensteiner type of move for when your opponent is getting up, or a dash-in throw on a turtling opponent. There are some invincible frames which you can get with precise timing, but it is better to use it when your opponent least expects it. Another very important facet of this throw is that it has a slight delay before it comes out. Although this seems to be a disadvantage, it actually means that it is simply superb when used in a tick throw. You can do the scum gale right after your recovery from a light attack, and it will be guaranteed to connect if they block and do not jump. 'Frankensteiner' use means waiting until your opponent has risen completely from the ground before doing the scum gale. If your opponent is blocking and your timing is correct, you should be able to throw them. Obviously do not do this against grapplers. Usefulness: [*****] Nail Gale (DP + K) ------------------ The D version goes farther than the B version. Iori moves back a bit before performing this move, and this can be used to escape many attacks. A sliding punches can be comboed after this move whether blocked or hit, and I would advice always doing a qcf+A after this move. Has good priority. One great trick is to do a CD, then a DP+K. Many people will CD counter your CD, and they will miss and you will hit with the nail gale instead! It has a lot of invincible frames at the startup of the move. The invincible frames can also be used to go through projectiles. Time your nail gale so that you execute the move just as the fireball is about to hit you. If you can predict it, this can also be used to pass through a standing heavy poke such as Clark's standing D. Usefulness: [****-] 2.4 DMs -------- Eight Maidens (QCF, HCB + P) -------------------------------- DM: Iori runs up to his opponent, and claws and punches them a bit. Then he hits them and they catch fire. SDM: Iori looks a bit crazy, and runs up to his opponent. Then he claws them to the ground and claws them a bit more. Then he like punches them a bit. He looks really cute during this move. The SDM version only does very slightly more than the DM version. This move has great priority and will hit cleanly 75% of jump ins, normals, and most other DMs. It will go under high fireballs like Kensou's or Athena's. It is very fast. The lag if it is blocked has been reduced, but you can still be easily punished if your opponent is awake. It will combo off of any cancellable hit. The SDM version also has a slight pause at the beginning which means it may not combo in as many situations, which is another reason to stick with the DM. Also, this move has lost its sucking ability against jumpers it had in '97, so you will have to time it a tiny bit more accurately now. Usefulness: [*****] Eight Wine Goblets (QCB, HCF+P) ------------------------------- A big fireball which rises into a vertical column of flame. If you actually manage to strike someone with it, they are paralysed and you can follow up with whatever you want. If you hold down the button, Iori will hold the flame. During this time 90% of physical attacks will pass straight through him; however this is useless if your opponents roll behind you. Usefulness: [*----] ------------------------------------------------------------------------ 3. Gameplay ------------------------------------------------------------------------ 3.1 Combos ----------- More suggestions are welcome. Jumping combos -------------- Jump D, C, fwd + A, QCB + P x3 - your standard combo. Jump D, C, fwd + A, QCF + P - if your combo gets blocked. Jump D, C, fwd + A, DP+K, QCB + P x3 - if you aim for a guard crush. Jump D, C, QCF + P - if you are not in close C range. Jump bk+B, B, fwd + A, QCB + P x3 - to be safe, don't do the second A on the fwd + A, A. Jump bk+B, B, fwd + A, A, QCF, HCB +P - if you see your bk + B hit. These are pretty much the only jump combos you need. The first two are the most useful and you should be in the habit of tapping out D, C, A whenever you jump in. Ground combos ------------- Close C, fwd + A, QCB + C x3 - your standard combo. Close C, fwd + A, QCF, HCB + P - your standard DM combo. Low B, low A, fwd + A, QCB + C x3 - some people like to miss out the fw + A after the low A. I'm so fw + A. If you hit quite far with the low B, sometimes the fw + A will not connect. This is one of those comboes requiring judgement, but you can do the combo without the fw + A and using QCB + A instead, for less damage. get the low A to link. Low B, low A, fwd + A, QCF, HCB + P - you can do this combo very easily by using the KOF '98 shortcut method. An explanation of the shortcut: if you hold down the 'B' button, and do a QCF from your crouch position, a fwd + A (instead of QCF + A) will come out. Only release the 'B' button when you do the final HCB + P. Low B, low A, QCB + A x3 - sometimes you will find that you are too far away to tack on an extra fwd + A; in this case use the light version of the deadly flowers. Far C, QCF + C - a zoning maneuver. CD, DP + K, QCB + P x3 - useful against people who CD CD counter all the time. Skill combos ------------ AKA 'combos you wouldn't perform in a real match unless you played 8 hours of KOF every day.' Jump bk+B, B, HCB, F+P, A, HCB, F+P, dash, C, fwd + A, QCF, HCB + P (opponent near corner) Jump Bk+B -> A -> C -> Fd+A -> QCB+C (x3) Big opponent Jump+D -> A -> C -> QCB+C (x3) Big opponent in corner Jump Bk+B -> A -> C -> QCB+C (x3) Anyone A maiden masher can be substitued anywhere for the deadly flowers. 3.2 Advanced vs. Extra ----------------------- Choose advanced. Extra means you have to turtle and use the fireball DP pattern and you won't be able to be aggressive so much. Iori needs to be aggressive to be played the way he was supposed to be. Of course you can win matches by turtling and outprioritising with him, but you can pick Goro for that, can't you? If any extra mode players are having success with Iori, please tell me. 3.3 Strategy ------------- Iori has a range of moves that means that he is effective at any range, but he prefers to be up close in order to inflict damage. The moves you will use to zone will be the jump D, the standing D, the low B, and the DP to repel jumpers. When you are in the range that you desire you will be able to use Iori's powerful options to win matches. Poking with QCB + A ------------------- This, along with the low B and standing B, is the move that you will use from its maximum range for poking and stuffing anything that they may try to do. It has really high priority. Just do the first QCB and then try some of the others; don't overuse this. It is quite vulnerable to sweeps though. Mind games after blocked QCB + P -------------------------------- Do you see what the computer does with its QCB + A? That's right, it delays a bit before the second and third punches, hoping to trap you into its high priority punches. You can do the same thing. Sometimes, after a blocked QCB + A, do another QCB + A (also unpunishable), and your opponent will not be so quick to counterattack. Poking with DP + K ------------------ Your opponent just out of standing D range, but not at max screen range for a fireball? Now, the new and improved Iori Yagami has the DP + B move! Just do this move out of nowhere and tag on a QCB + A, and you'll be laughing in no time! Outprioritises most late jump/hops, heavy kicks or punches, and even stuffs rolls! Poking with CD -> QCF + P or DP + K ----------------------------------- Another fun mind game. If your opponent is getting CD counter happy, do the CD -> DP + B, I'm sure you know what happens by now. Then, when your opponent is not in such a CD countering mood, do a few CD -> QCF + C. And follow _that_ up with either a standing D or DP + B. The great thing about Iori is that you once you've decided on zoning maneuver, there isn't much your opponent can do to prevent you. Zoning with QCF + P ------------------- Basically, uh, when you're at max range, do a fireball. Also the fireball is excellent for stuffing rolls that land in front of you, and also good for giving hoppers something to land on, when you can't be bothered to input the maiden masher command. Other than that, it's excellent for putting some distance between you and your opponent by doing it from a standing C or CD or fw + A. Use of the low B ---------------- This is very useful, simply because of the possible followups. 1) Do a low A, then a QCF + P or QCB + P. Basically, if it hits, you want to do this. Even if it doesn't hit you can still do this, because it's risk-free. 2) Dash, do a scum gale. This takes skill, but you will be rewarded well if you manage to get it off. Set it up by doing a few of 3). 3) Dash, then another low B. Then do another one of these options, especially 2). 4) Hop D. Keep the pressure on and hopefully get a guard crush. 5) As air defense. Just spaz on the button. Wake-up ------- If you think your opponent is going to attack you, do a maiden masher if you have stock, a DP + A if you don't have stock. If you think he's not going to attack you then do a low B, low A link. Ground games ------------ You have some limited options: you can use the Lily Break crossup, you can do a close B - fw + A link, you can do a CD -> DP + K, or a low B, scum gale. Air defence ----------- Loads! Here, in order of effectiveness: Maiden Masher Oni Yaki Close standing C Close standing D Standing D Low D QCB + A Start of the match ------------------ You don't need to roll back like everyone else does. If you see your opponent jumping, you can knock them out of the air. If they roll back, okay, dash then, you've got the initiative. If they walk towards you, just stay there and you'll start off the round evenly. If they roll forward, then do a low B, low A link. If they dash forward, then like do a hop D and you will usually 'hit' them. 3.4 The Deadly Iori Pressure Tactic --------------------------- For the first time, I have made available a flow chart. It's easy to use. ~~ Topic ~~ means a main topic which has branched alternatives for you to continue your pressure attack with. [Topic] means that the branch you are on has arrived at a different branching point. :: means that you should take a different branch depending on whether your attack was blocked or not. **Fin means that the pressure tactic has finished (either you have landed a combo, or you are out of range for further attacks). Note that you can enter this pressure series at any point with a ~~ Topic ~~ header, and that many of the branches loop back to another starting point branch; this is what makes Iori's pressure game so powerful. ======================== ======================= ======================== ~~ jump/hop C/D ~~ -> low B -> low A ::hit -> qcb+A x 3 **Fin ::blocked -> [jump A/B] -> dash -> [scum gale] -> qcf+P **Fin -> far C ::hit -> [combo] ::blocked -> QCF+C **Fin -> [DP+K] -> [DP+K] -> [jump/hop C/D] -> [jump/hop A/B] -> [jump/hop CD] -> [crossup bk+B] ~~jump/hop A/B~~ ::hit -> C -> fw+A -> [combo] ::blocked -> C -> fw+A -> QCF+C **Fin -> [scum gale] -> close B ::hit -> fw+A -> [combo] ::blocked -> [scum gale] -> fw+A -> QCF+C **Fin -> [crossup bk+B] -> [jump/hop A/B] ~~crossup bk+B~~ -> [scum gale] -> close B ::hit -> fw+A -> [combo] ::blocked -> scum gale -> fw+A -> QCF+C **Fin -> C -> fw+A ::hit -> [combo] ::blocked -> QCF+C **Fin -> [crossup bk+B] -> [jump/hop A/B] ~~jump CD~~ -> [DP+K] -> far C ::hit -> [combo] ::blocked -> QCF+C **Fin ~~DP+K~~ ::hit -> qcb+A x 3 **Fin ::blocked -> qcb+A -> [qcb+A] ~~qcb+A~~ -> DP+K -> [DP+K] -> qcb+A (2nd) ::hit -> qcb+A **Fin ::blocked -> qcb+A **Fin -> [DP+K] -> QCF, HCB+P **Fin ~~scum gale~~ -> C -> [combo] -> C -> [combo] -> dash -> C -> fw+A -> [combo] -> dash -> C -> fw+A -> [combo] ~~combo~~ -> QCB+C x 3 **Fin -> QCF, HCB+P **Fin ======================== ======================= ======================== Quite a handful, huh? It takes getting used to. Unfortunately I could not depict this visually because it is so complicated and to do so would take up horrendous amounts of space, not to mention that it would be even more confusing than it already is. 3.5 Matchups ------------- I've only listed the people that I have played against often... I would not be able to offer qualified advice for other characters. Goro ---- Yuck! Well if the Goro turtles, do a few fireballs to wake him up. your DM sometimes only trades with his jump D or low D. However, Goro is one of the few characters against whom it is safe to do the low D. He does not have any long ranged moves to punish you with. Oh, and don't jump. ^_^ Goro's standing B is not much of a problem for Iori, fortunately. If they get predictable, do a nail gale. The nail gale has loads of invincible frames right at the start, and you will pass through their low B and whap them. Clark ----- Clark will 'throw' you and 'poke' you with his low D, D, and jump D. Uhh.... don't let him get close. ^_^ Use the stand D a lot more in this matchup. Beware of the frankensteiner, as soon as you see Clark do a frankensteiner, jump. That move has huge huge lag if whiffed. Kim --- Kim has gotten a 'priority' in '98. Just don't throw so many fireballs and you should be okay. Chang ----- Not sure... but if you manage to get past his jump C you should have no problem. Maybe anticipate a jump and DM him. Iori ---- You should know what to do by now. Watch for those amusing QCB + A exchanges. ^_^ It is even more important in this match to get the initiative and keep attacking. Athena ------ You can DM through her fireball. Don't jump so often against her as you'll eat a DM. Shouldn't be a problem, just be careful looking out for the standard teleport/command throw tactics. Shermie ------- Shermie will try to 'throw' you. Don't let her 'throw' you. Also watch out for her QCB + P move. You should be using the DP + K poke more in this matchup. O. Yashiro ---------- Jump earlier than he does and you should be able to hit him out of his hop D. Keep hopping vertically a lot with your jump D. Watch out for his scum spider, you should be able to jump on reaction once you have seen it a few times in action. '95 Ryo ------- DM him whenever he does a ground fireball. Roll through his air fireball and combo. Chris ----- Here's the move you'll need to counter all those annoying sliders: The HCB + K. Yes, you read right. Chris will completely miss you with his slide, and you can watch as Chris' head hits the ground and bursts into flame. Very satisfying. You can maiden masher Chris between his fw + A and hcb + P (two handed swing and then an elbow with followup) moves. The timing is quite difficult, though. Do not try to attack Chris after a blocked or hit hcb + P or slide. You can't. He has no lag time. Against Chris' jump CD, there is really only one practical solution; jump earlier with your jump D. In fact, really abuse your jump D in this matchup, as Chris does not have many moves that can hit you out of it (you can cleanly hit Chris out of his DP+K). Watch out for Chris' scum spider move. It has even shorter startup time than O Yash's, though, and it's not always possible to jump on reaction. This is another reason why you should be jumping all the time, you should be really aggressive so that he does not have time to start up his jump CD. --------- If you would like any more guidelines for playing against certain characters, just e-mail me and tell me which character you are having trouble with. ------------------------------------------------------------------------ 4. Acknowledgements/Credits ------------------------------------------------------------------------ Please tell me if you would like a 'credit'. * The King of Fighters Mailing List. Email kof-request@dhp.com with SUBSCRIBE as the subject to subscribe. Well, actually they haven't given me any comments yet. * Guide layout stolen from Tony W's Chris guide. Before his guide, there was an unwritten rule that overpowered characters did not get FAQs. Now all that has changed, so expect a Goro FAQ soon. * Namco Wonderpark at the World Trade Center and that little arcade in Wan Chai near Hopewell Centre where it's $4 a game. * TheXar for hella scum gale advice and character matchup advice too, particularly Goro and '95 Ryo. * Soleilmoon for, like, those combos. * Moonrun for, like, even more combos. ========================================================================