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hcb + K on the first hit guardcrushes fairly well.Even better, if the opponent happens to jump behind you when the close C comes out, Iori automatically faces the correct side and will anti-air them run up to opponent and do close C, as it will stop all jump attempts.hcb f + P has some startup of invincibility and can grab people out of their jumpins, similar to Clark's dp + K frankensteiner.
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However, there are many pokes that can still punish this move even if it is not fully completed, such as Joe's far D With the PC edition having recently received a very welcome rollback netcode. You can use random delays between them, for mindgames. The King of Fighters 2002: Unlimited Match gathers together an amazing 65. Thats when their HSDM gotten weird commands, kinda like 3D games. if qcb + A is blocked, do it once more or stop, not a third time. re: KOF 2002: Your main team and strategy i too, used to know all the characters moves, up until 2002 that is.If opponent is close, hopping up or back with D stops most jump attempts use jump C or jump A air to ground battles, early jump D or jump CD for air to air battles.sometimes attempt to do the jump b+B crossover (the trick to doing this is when jumping over your opponent hold the forward and hit the B reasonably late).This can be used to run up then backdash away for mindgames He has both a projectile and a DP, as well as a rekka and a. He's commonly called a rushdown/mixup character, but he's fairly versatile and has a simple but universal toolset. Use this to easily get away from rushdown, as well as baiting opponents (mainly on wakeup). Iori is one of the classic KoF characters who has gained quite a reputation over the years for his strength in KoF games like '98, 2000 and XIII.
COMBOS KOF 2002 PC CHRIS FULL
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Hyper hopping over the opponent into the crossup makes it a far more dangerous tool Some characters can simply sweep Iori when he attempts this crossup. Aquí podrás consultar combos e infinitos de kof 02, también se subirán retas de nivel y se pasarán juegos solo si das like. Most people however, use it in a very obvious manner, by running full speed before jumping over the opponent, which is useless against an experienced player. Iori also has his jump b + B crossup, although it is best done as a surprise attack by hyper hopping over the opponent. The mindgames can be further increased by instead doing a close C after close B (which does actually combo), in the case that he thought you would scum gale after the close B. He can also attempt to tick scum gale from a close B. His options include crouch B, close B, f + A (two lows) and hcb f + P scum gale.
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