Recent Iori threads blow.
I’m starting a new one.
While it is general knowledge that A-Iori’s greatest weakness is his lack of a run ala N-Iori, in reality once they both get in and get their mixups going there’s not too much of a difference from midscreen to corner, but that’s just the tip of the iceberg. That Difference is critical to understanding A-Iori.
In truth, N-Iori is a stronger character all across the board.
Key things to keep in mind comparing the two:
On Defense
Someone recommended I put in a small section up front for Defense. I guess like fans of football would say, “Defense wins games.”
-DP+MP If the opponent insists on straight up jumping at you, hit them with this. To paraphrase these threads, it’s the “perfect anti-air.”
--d.HP xx HP/LP Fireball A handy way to setup a fireball especially against characters that give Iori no way to throw one such as Blanka/Bison. A-Iori can’t run after the jab fireball so he’s better off throwing the HP Fireball and making the opponent land on it. N-Iori could use the LP and run after it, in a sense it’s another setup for N-Iori to get in.
-Close s.HP, close s.HK, “Crossup” DP+LP Iori’s main tools vs crossup attempts. Close fierce used for characters with abnormally higher jumps. For those who don’t know the “Crossup DP” is basically Forward to down then as the opponent passes over you downback + punch.
-Far s.HK Jumping straight up is the typical way one’d avoid RC’s such as Iori’s RC fierce Rekka, and Far s.HK doubles as an anti-air in situations where they jump in anticipation of the RC.
Now
Without meter
-Getting in
Of course, both build meter fast like once they start racking up the damage by getting in. N-Iori has A beat at least so far as that’s concerned because he’s got short jump as an option to get in, as well as running after fireballs. A is reduced in this regard to zoning with his fireball, but controlling space is fine. Characters like Bison/Blanka, etc. violate this space but I’ll get to that. Of course there’s d.HK, which is really Iori’s main weapon for getting in (Just don’t miss). Both also have RC Fierce Rekkas as an alternative in certain matchups, if it hits complete the sequence and mixup. Don’t forget about far s.HK as his main footsies tool. Oh yeah, there’s also his fast roll, but good players seldom leave themselves open such that you’ll “trick” them with this to get in.
Mostly though expect to go about wearing the other guys guard down mid-range with
s.HK
RC fierce rekkas
d.MP, s.HK
to entice the opponent to get a little sluggish when you proceed to go about the offensive.
“Getting In” is a figurative term anyway. What is really meant by that is taking the initiative in your face style, which is what Iori wants to do. In a fighting game its relatively inevitable that either they’ll come to you or you’ll come to them (unless they really don’t want to, I’ll get to that too). With that said it comes down to knowing how to turn the tables and thus “Get In.”
-**Maintaining Pressure **
-A/N Iori both knock the opponent towards the corner and can cover safe falls from landing his BnB from midscreen (give or take).
-A-Iori can’t easily followup and cover safe falls if he scum gales and does his BnB knocking the opponent towards the center of the screen and away from the corner. N-Iori easily can. He can follow up on sweeps with the run midscreen if he wanted to. Also he now can use his low jumps to maintain momentum. For all intents and purposes N-Iori can establish and maintain his pressure. With A there’s distinct gaps created by having a dash instead of run.
-In other words, to N-Iori cornering is something of a pleasantry, to A-Iori a necessity
(though N-Iori should by all means also keep them trapped, he isn’t limited thus)
-Oh yeah, his roll’s stronger here. Being arguably the best roll, he can easily use it to crossup downed opponents and thus mess with their reversals.
With Meter
Iori builds meter just like a powerhouse should.
Benefits meter has to both N-Iori 'n A-Iori:
-N-Iori
Counter-Movement
Counter-Attack
Lvl 1 super/Powerup/Lvl 3 Super
Naturally you can’t build meter after you break stock, but the option to choose depending on the flow of the match is always good.
A-Iori
Counter-Attack
Lvl 1 Super/Custom
I put notable/best things in bold.
Lvl 1 maiden masher IS good for what it is, but the damage sucks compared to his B&B’s so **don’t bother **unless that damage is all you need and you want to be flashy at the end of a match doing it randomly through Sagat d.HP’s (which works sadly enough). If you want to be stingy options are always good.
Now, with meter
Getting In
N-Iori pretty much plays the same, except that if he’s on the defensive he gets to reversal with his counter movement to whatever he wants as this roll is just as fast if not faster than the regular one. Counter attack really should only be used if it’d be unsafe or unwise to counter-roll any direction, or if you simply feel lazy. You can still follow up but it’d be less damaging. Pressure established.
Breaking stock makes your already damaging B&B’s kill faster, but really doesn’t affect your gameplay so much as it does giving your opponent even more reason to get away from Iori.
A-Iori plays much the same, really doesn’t “Get In” outside of taking advantage of openings. He can simply walk forward if he so wished; he’s got an anti-air CC, guard crush cc, and can always activate CC through attacks. After he lands one technically he’s “IN.” Just don’t get baited, but know you’re good to go if you are, his guard crush CC’s are among the best.
-**Maintaining Pressure **
N-Iori is effectively the same here. If the opponent guesses right on his various mixups Iori can now make use of counter attack/roll to regain control. “Popped” he kills faster, what he deals over 3000 “popped” so three mixups-> B&B’s later and they die. There’s of course the lvl 3 to ensure the deal so you don’t need that many mixups as well.
A-Iori has arguably stronger mixups here.
RC Scum Gale is virtually impossible. Activate Scum Gale is the closest to this Iori’ll ever get, and its strength shows with A-Iori. Invincible or not, unblockable CC’s are now added to the other options of random activate through attacks or as anti-airs or Guard Crush CC’s. If the opponent is still alive following the CC, it’s highly likely they’ll be cornered and since Iori’s still free to mixup it’s likely he’ll win.
I got a list of things to write but I’m tired so later.