Iori Yagami/Fighters World Move List (Normal Version)

Stats (Normal Version):

* Attack: (3)
* Health: (3.5)(10,600)
* Footspeed: (2.5)
* Weight: (3.5)
* Guts: (3)
* Attack Boost: (2.5)
* Dash Rating: (3.5)
* Run Speed Rating: (4)
* Air Dash Rating: (3)

### Nutshell

Iori as usual, is a Jack-of-All-Trades/Stats, but with a very notable penchant for raw power added in the mix; a lot of his tactics lead to small-yet-solid damaging combos thanks to his scary offense and ability to control the match very well. He is able to mixup with his tick throw, poke out his opponents into hit confirms, and land powerful hard knockdowns to reset his offense and overall damage if needed. However, Iori requires good judgment to be effective, as he is hindered by his sluggish frame data, slow walking speed, and thus his very punishable toolkit. While he doesn't need too much knowledge of many things to be effective, Iori still requires some skill and solid instinct to know when to run over your opponent when the time is right.

Playstyle:
Offensive, Balanced, Footsies, Mixup, Wakeup Offense

Movement Options:
1 Double Jump, 1 Air Dash, Run-type Dash and Short Burst-type Dash.

### Overall changes

* Iori is a combination of several of his more "complete" versions, via '*98* (*Ultimate Match*), *2002* (*Unlimited Match*), *NeoWave*, *2003*, *Capcom vs. SNK*, *SvC Chaos*, *XI*, *XIII*, *XIV* and so forth.
	+ From there, he's regained a large expansion of his moves, while some other attacks go to his two EX versions. This overall makes him a more complete package.
* Can now chain-cancel his normals in a legit magic series, via the Strike Chain mechanics, and akin to how he functions in *Million Arthur: Arcana Blood*.
* Has more overall mobility tools.
* Can now both stepdash and run akin to how he plays out in *Neo Geo Battle Coliseum*.
* His Magakaze move is now his Overcharge Art.

**Iori Yagami** is a fundamentals character with a huge instinctive focus on suffocating hard knockdowns into continuous vortexes that condition his foe into an oppressive situation.

### Pros

* **A bit hardy and simple:** With an above average HP total, Iori is also a simple character to understand at a glance due to having a simple moveset for the most part.
* **Great Conversions:** Solid physical pokes, as well as normals that orient themselves in one direction very well (such as his jumping C) which all literally give him great combo conversions for amazing damage to lead right into an offensive mix. Conditioning his foe with instinctive judgment allows Iori to blow them up when a chance presents itself.
	+ **Powerful offensive mix and damage:** Requires few resources to inflict a consistent amount of damage due to his deadly wakeup offense game from his few number of hard knockdowns, especially when he can continuously loop his foe with both high-low mixups, his infamous cross-up kick and free-damage tick throw, all while still maintaining his aggressive approach.
* **Amazing Mobility:** Has some notably fast running speed which makes for amazing tech chases, but also further compounded by his backdash command normal giving him great backdash spacing over his foes.

### Cons

* **Laggy and committal blockstrings:** Very unsafe attacks along with some subpar frame data that makes his pressure game extremely lacking at both mid-screen and in the corner which makes his pokes very situational (leaving him easily exploited by Shield Guarding, Just Guards or other forms of breakouts during blockstrings). With having a somewhat risky mid-range game and relying on meter for Restart Cancels for safer pressure, he overall requires strong instinctive judgment to act upon a beneficial situation.
	+ **Projectile War Loser:** This also ties into his projectile game, which being only limited to ground-level can easily be punished from various angles due to the laggy nature of his overall moveset and others having likely better zoning tools than him.
* **Weak mixup on its own:** In spite of how strong his high-low mixups can be, the fact that they come from fairly slow and predictable sources forces Iori to heavily condition his opponent, which also makes him struggle in neutral and take instinctive risks to secure any hit for starting his offense.
* **Double-Edged Mobility:** Said backdash command normal while great for creating space, is also a double-edged sword as he can corner himself with it in certain situations. This is also further added with having slow walking speed despite his fast running speed.

Hard Counters:

* 2E
Near Opponent to Work 5F
j.4B or 444B
3E
* 100 Shiki: Oniyaki (E version)
212 Shiki: Kototsuki In 'Renge'
311 Shiki: Tsumagushi (F version)
* Kin 1218 Shiki: Yatagarasu

Critical Hit-based moves:

* 127 Shiki: Kai
212 Shiki: Kototsuki In 'Renge'
311 Shiki: Tsumagushi
* Ura 316 Shiki: Saika
Ura 327 Shiki: Yami Sogi
* Kin 1218 Shiki: Yatagarasu

Moves with Hard Counter Recovery:

* 100 Shiki: Oniyaki (E version)
127 Shiki: Aoihana (E version)
Kuzukaze (E version)
* Hikiri Kine
* Ura 1029 Shiki: Homura Hotogi
* Sanjingi no Ni - Shin 1000 Shiki: Yatougami

Split Cancel-able-moves:

* 108 Shiki: Yami Barai
212 Shiki: Kototsuki In 'Renge'
* 109 Shiki: Yomi Barai
316 Shiki: Kajin
Hikiri Kine

### **Overcharge Art: 禁七拾七式: 禍風; Kin 77 Shiki: Magakaze (Forbidden Method 77: Calamitous Wind)**

Iori's original power-up DM/Super from *The King of Fighters: Maximum Impact 2/2006*.

* Grants him the ability to rapidly chain-cancel several normal attacks into themselves, but heavily reduces their guard gauge reduction on block as a result.
* Allows his 311 Shiki: Tsumagushi, Ura 1018 Shiki: Yashiori and Ura 108 Shiki: Ya Sakazuki to have their charge/delay times decreased by half.
* This lasts for a total of 10 seconds with a normal Overcharge Art command, and 13 seconds with an Extra Overcharge Art command.