Kin 1211 Shiki Ya Otome (
Due to this proxy, Goenitz is able to access a stronger "true" version of this attack.
The King of Fighters '95-'96 | ![]() ![]() ![]() ![]() |
The King of Fighters '97-present | ![]() ![]() ![]() ![]() |
Contents
- 1 Description
- 2 Strategy
- 3 Quotes
- 4 Trivia
- 5 Gallery
- 6 Similar Attacks
Description[]
Iori raises his arms in the air while saying "Asobi wa owari da!" (
The MAX version has Iori temporarily going berserk where he howls while rearing back before the dash. Upon connecting, he roars and grabs the opponent with his crouching heavy punch animation, to which he upon dragging them down to the ground then gouges at their body a bit (he gouges less times in 2002, Neowave and 2002 Unlimited Match compared to the Orochi Saga games). After then looking back behind himself at the camera, he then hammers the downed victim with both arms a few times before one final smash that causes an explosion and returns him back to normal.
Unlike most "ranbu-styled" supers, the sped-up animations just before the grab finisher have consistently in a majority of games, been this in order just before the Hikiri Kine finisher:
- Close standing
- Far standing
- Close standing
- Flameless 108 Shiki Yami Barai animation
- Far standing
/Yumebiki first input
- Yumebiki second input
- Far standing
/Yumebiki first input
With only either the initial forward rush or the Hikiri Kine finisher, the attack adds up to 8 total strikes in ode to its name (some games do not have the Hikiri Kine grab count as a hit for the combo counter). However, there exist versions of the attack that exceed this total hit/strike count.
Stronger versions of the attack without involving Iori's Orochi Blood taking over (or lack of Orochi's existence being strong dream-game-or-not) often have Iori explode the foe a few extra times before one final burst of the Hikiri Kine.
Due to Ash Crimson stealing Iori's flames at the end of The King of Fighters XI, Iori's Ya Otome's finisher is slightly different in both The King of Fighters XII and The King of Fighters XIII. Instead of ending with his Hikiri Kine, Iori instead lifts the opponent in the air akin to a cross-chokehold and rips them apart by the neck in an X-shaped motion as he leans back from the motion and slowly drags himself to return to his neutral stance. The flameless Yami Barai animation is also replaced with his Akegarasu animation.
Likewise, the stronger version of the attack used without his flames even has an altered ranbu animation sequence in this order just before the grab finish:
- Close standing
done twice
- Far standing
- Close standing
- Akegarasu animation
- Far standing
/Yumebiki first input
- Yumebiki second input
- Entire Shougetsu/Tsuzuki animation
- Nueuchi animation
- Far standing
/Yumebiki first input
Thus outside of niche cases like the GB port of KOF 96, KOF Neo Blood and Goenitz's variations, this version of flameless Iori's Ya Otome can go up to 13 hits in total, counting both the initial charge and the finisher.
In Capcom vs. SNK 1, 2 and for Orochi Iori in SvC Chaos and 2002, different explosions finishers have been involved:
While this is one of the more notable ranbus that has Iori and his victim completely stationary during the rapid sequence before the finishing explosion, the only instance barring the version performed while flameless where the foe is pushed back per blow with Iori moving forward slightly is in the Maximum Impact games.
Strategy[]
Before KOF97, the only way to connect to this attack is using frametraps. Since then, it became a reliable comboable ranbu-type attack. KOF2001 introduced a follow-up that can be done after the DM version called Saika.
Of note, is that in KOF97, if a person is jumping in towards a Ya Otome, the collision box of Iori's dash will prevent the enemy from jumping over him, resulting in a guaranteed hit in many cases. This was fixed since KOF98, but retained for Orochi Iori in KOF98UM. All other versions had this oddity fixed.
Quotes[]
Trivia[]
- The name's original relates back to the "Legend of Orochi" folklore, where eight maidens were offered as a sacrifice to the Yamata-no-Orochi. Though it should be noted the kanji used for "otome" in this technique is written differently than the usual ones used (乙女 or 少女).
- The King of Fighters XI and Neo Geo Battle Coliseum are the only games where the Hikiri Kine explosion for Iori's default color scheme is not colored purple, and instead is colored bright-orange akin to normal fire.
- However, some of Iori's alternate colors in the latter game can cause the explosion to become purple once more.
- The King of Fighters '95 had his entire attack engulf the opponent in purple flames for the entire duration, as seen with flame trails in his movements. This trait has been removed since '96.
Gallery[]
The King of Fighters '95
The King of Fighters '96 (MAX ver.)
The King of Fighters '97
The King of Fighters '98 (MAX ver.)
The King of Fighters '99 (MAX ver.)
Capcom vs. SNK (Level 1 ver.)
SVC Chaos: SNK vs Capcom (Orochi Iori)
The King of Fighters XI
Similar Attacks[]
- Shin Ya Otome Mizuchi - A version used by Goenitz, and the "true" version of this technique out of 2 others.
(Orochi) Iori's Move List | |
---|---|
Throws | Sakahagi • Kanyarai |
Command Moves | Ge-Shiki Yumebiki • Ge-Shiki Goufu In "Shinigami" • Ge-Shiki Yuri Ori • Ge-Shiki Kui • Ge-Shiki Agatsuki |
Special Moves | 108 Shiki Yami Barai • 100 Shiki Oniyaki • 127 Shiki Aoihana • 212 Shiki Kototsuki In • Kuzukaze • 311 Shiki Tsumakushi • 104 Shiki Nueuchi • 401 Shiki Shougetsu • 129 Shiki Akegarasu • 203 Shiki Tsuchi Tsubaki |
Super Special Moves | Kin 1211 Shiki Ya Otome• Ura 108 Shiki Ya Sakazuki • Ura 311 Shiki Saku Tsumagushi • Ura 1207 Shiki Yami Sogi • Riot of the Blood • Ura 1018 Shiki Yashiori |
MAX2 | Ura 1029 Shiki Homura Hotogi |
Exceeds | Riot of the Blood • Sanjingi no Ni |
Leader Super Special Moves | Sanjingi no Ni |
Neo Max Super Special Moves | Kin 1218 Shiki Yatagarasu • Ura 1029 Shiki Homura Hotogi |
Climax Super Special Moves | Kin 1218 Shiki Yatagarasu • Ura 1131 Shiki Hozuki |