Kin 1211 Shiki Ya Otome (2024)

"あそびはわりだ!け!さけべ!そして、ねぇ! (Playtime's over! Cry! Scream! And thus, DIE!)"
—Iori

Kin 1211 Shiki Ya Otome (禁千弐百拾壱式きんせんにひゃくじゅういちしき八稚女やをとめ; Forbidden Method 1211: Eight Maidens), also shortened as Ya Otome (八稚女やおとめ, "Eight Maidens") or dubbed affectionately as the "Maiden Masher", is one of Iori Yagami's Super Special Moves in The King of Fighters series, and is one of the prime gifts given to the Yasakani-turned-Yagami clan by Orochi as one of their most deadly signature techniques.

Due to this proxy, Goenitz is able to access a stronger "true" version of this attack.

Input
Kin 1211 Shiki Ya Otome
Kin 1211 Shiki Ya Otome (1) + Kin 1211 Shiki Ya Otome (2) or Kin 1211 Shiki Ya Otome (3) (Kin 1211 Shiki Ya Otome (4) OK) (KOF '95 - 96)
Kin 1211 Shiki Ya Otome (5) + Kin 1211 Shiki Ya Otome (6) or Kin 1211 Shiki Ya Otome (7) (Kin 1211 Shiki Ya Otome (8) OK) (KOF '97 onwards)
└►
Ura 316 Shiki Saika
Kin 1211 Shiki Ya Otome (9)Kin 1211 Shiki Ya Otome (10) + Kin 1211 Shiki Ya Otome (11)Kin 1211 Shiki Ya Otome (12) during Kin 1211 Shiki Ya Otome (KOF 2001 - 2003, SVC Chaos, KOF MI series, KOF XIII [As Flames Iori])
Kin 1211 Shiki Ya Otome (13) + Kin 1211 Shiki Ya Otome (14)Kin 1211 Shiki Ya Otome (15) during Kin 1211 Shiki Ya Otome (KOF XIV onwards)

Contents

  • 1 Description
  • 2 Strategy
  • 3 Trivia
  • 4 Gallery
  • 5 Similar Attacks

Description[]

Iori raises his arms in the air in a pose/stance while saying "Asobi wa owari da!" (あそびはわりだ!, lit. "Playtime is over!"). Then he dash-slides forward with his forward roll animation and upon connecting, attacks the opponent 7 times with a series of punches and claw swipes (often with the entire sequence actually being a claw-slash-fest), ending with grabbing his foe with a Hikirigine to explode them in a burst of purple flames.

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, in a majority of games, the sped-up animations just before the Hikirigine grab finisher have often been in this exact order:

  • Close standing Kin 1211 Shiki Ya Otome (16)
  • Far standing Kin 1211 Shiki Ya Otome (17)
  • Close standing Kin 1211 Shiki Ya Otome (18)
  • Flameless 108 Shiki Yami Barai animation
  • Far standing Kin 1211 Shiki Ya Otome (19)/Yumebiki first input
  • Yumebiki second input
  • Far standing Kin 1211 Shiki Ya Otome (20)/Yumebiki first input

With only either the initial forward rush or the Hikirigine finisher, the attack adds up to 8 total strikes in ode to its name (some games do not have the Hikirigine 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 upon grabbing them, before unleashing one final burst of the Hikirigine.

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 Hikirigine, 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 Kin 1211 Shiki Ya Otome (21) 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 Kin 1211 Shiki Ya Otome (22) done twice
  • Far standing Kin 1211 Shiki Ya Otome (23)
  • Close standing Kin 1211 Shiki Ya Otome (24)
  • Akegarasu animation
  • Far standing Kin 1211 Shiki Ya Otome (25)/Yumebiki first input
  • Yumebiki second input
  • Entire Shougetsu/Tsuzuki animation
  • Nueuchi animation
  • Far standing Kin 1211 Shiki Ya Otome (26)/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:

Kin 1211 Shiki Ya Otome (27)
Level 2 Ya Otome involves Iori/Orochi Iori using the face-grab-portion of the Kototsuki In to push the foe into the ground before the explosion. Orochi Iori finishes his Ya Otome in this manner in SvC Chaos and 2002.
Kin 1211 Shiki Ya Otome (28)
Level 3 Ya Otome has Iori/Orochi Iori perform an animation akin to the Kuzukaze on the foe (only they're forced across the background instead of the foreground) that makes them fall to the floor, then Iori/Orochi Iori places their palm onto the victim's body akin to a defibrillator to cause continuous explosions to occur before then bringing up their whole arm to smash their palm onto the foe for a bigger one that knocks them away akin to Kototsuki In's hit effect.

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 (barring the Kin 1211 Shiki Ya Otome (29) version for when Iori has no flames in KOF XIII), the only instance where the foe is pushed back per blow with Iori moving forward slightly is in the Maximum Impact games.

Furthermore, during the regular/base versions of Ya Otome in much of KOF series, Iori can follow-up with Ura 316 Shiki Saika (うら参百拾六さんひゃくろくしき豺華さいか; "Reverse Method 316: Jackal Luster"); upon exploding the opponent with the Hikirigine finisher, Iori claw-reaps downwards for a single hit, then upwards with multiple hits and fire effects (the final hit vertically launches the victim), then ends it with rearing back as he's covered in darkness to become a mere silhouette before bending over forward with his arms spread out, summoning an angled pillar of flames in front of him. This technique is a technique derived off of the Ura 1207 Shiki Yami Sogi (more details of it can be found here).

Strategy[]

Before KOF 97, the only way to connect to this attack is using frame traps. Since then, it became a reliable comboable ranbu-type attack which is still very punishable if blocked as Iori must brake for a bit in that case. KOF 2001 introduced a follow-up that can be done after the base Super version called Saika, based on the prior Yami Sogi.

Of note, is that in KOF 97, 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 despite how low he slides (which in some games allows him to slide under mid-or-high-height projectiles). This was fixed since KOF 98, but retained for Orochi Iori in 98 UM. All other versions had this oddity fixed.

Though in games where stronger meter-expending variations of the Ya Otome exist, the level 1/base version at the cost of being easy to combo into, is rather low in base damage compared to other supers; this is especially true games such as CvS2 and Neo Geo Battle Coliseum.

In games where Iori can follow-up the base version of Ya Otome with the Saika, some timing is needed to properly input the button ender for the entire motion upon the Hikirigine explosion occuring. Thus, Iori can then properly land the entire Saika only if done as soon as possible, as if done too late, the victim will be already too far and the first claw reap will whiff (and Iori will have wasted his meter). Or, despite the hitbox sizes of the claw slashes, they may end up pushing the victim too far away for the final flame pillar to connect (requiring the corner to do so in both late-input cases).

In games such as SVC Chaos where Saika has a 0 meter cost (and uniquely no super startup flash), it as a trade-off instead requires near-perfect timing just as the Hikirigine finisher occurs to input the button ender to the x4 quarter-circle-forward motion, or otherwise it will not execute at all.

Trivia[]

  • The name of the technique 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 Hikirigine 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 (even though blood effects from claw-slashing are used as the special effects with no burning effect on the victim until the ender). This trait has been removed since '96.
  • Ura 316 Shiki Saika and Mitsubachi are currently the only moves with Quadruple Quarter Circle Inputs (Kin 1211 Shiki Ya Otome (30)Kin 1211 Shiki Ya Otome (31)).
  • Across various Japanese sources for the games, the furigana for "Ya Otome" varies between "Ya Wotome" (やをとめ) for the older games, or Ya Otome (やおとめ) for the later games.

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.)

The King of Fighters 2001 (with Ura 316 Shiki Saika)

Capcom vs. SNK (Level 1 ver.)

SVC Chaos: SNK vs Capcom (Orochi Iori)

The King of Fighters XI

The King of Fighters XIII (EX Iori, Kin 1211 Shiki Ya Otome (42) ver.)

Similar Attacks[]

  • Shin Ya Otome Mizuchi - A version used by Goenitz, and the "true" version of this technique out of 2 others.
(Orochi) Iori/Miss X's Move List
Throws(Saka) Sakahagi Hikirigine Kanyarai
Command MovesGe-Shiki Yumebiki Ge-Shiki Goufu In "Shinigami" Ge-Shiki Yuri Ori Ge-Shiki Kui Ge-Shiki Kougetsu
Special Moves108 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 MovesKin 1211 Shiki Ya Otome Ura 108 Shiki Ya Sakazuki Ura 311 Shiki Saku Tsumagushi Ura 1207 Shiki Yami Sogi Ura 91 Shiki Yatsukahagi Kin 77 Shiki Magakaze Riot of the Blood Ura 1018 Shiki Yashiori Ura 93 Shiki Nagisode
MAX2Ura 1029 Shiki Homura Hotogi
ExceedsRiot of the Blood Sanjingi no Ni
Leader Super Special MovesSanjingi no Ni
Neo Max Super Special MovesKin 1218 Shiki Yatagarasu Ura 1029 Shiki Homura Hotogi
Climax Super Special MovesKin 1218 Shiki Yatagarasu Ura 1131 Shiki Hozuki
Kin 1211 Shiki Ya Otome (2024)

References

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