Dream Cancel Forum

King of Fighters XIII => Character Discussion => Ex Iori (Flame) => Topic started by: nilcam on December 06, 2011, 06:48:04 AM

Title: EX Iori (Flames)
Post by: nilcam on December 06, 2011, 06:48:04 AM
(http://dreamcancel.com/wiki/images/4/46/EXiori.gif)

Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Throw
Sakahagi -  ;bk / ;fd +  ;c / ;d

Command Normals
Yumebiki =  ;fd +  ;a

Yuri Ori = j.  ;bk + ;b

Gofu In "Shinigami" =  ;fd + ;b

Special Moves
Oniyaki -  ;fd ;dn ;df + ;a/ ;c *

Kuzukaze - ;hcb ;fd + ;a/ ;c *

Aoihana - ;qcb + ;a/ ;c (Up to 3 times) *

Yami Barai - ;qcf + ;a/ ;c *

Koto Tsuki - ;hcb + ;b/ ;d *

Desperation Moves
Ya Otome - ;qcf ;hcb + ;a/ ;c *
  ∟ Saika - ;qcf x4 +  ;a ;c

Yamisogi - ;qcf ;qcf + ;a/ ;c

Neomax
En'ou - ;qcb ;hcf + ;a ;c

EX Iori's wiki entry (http://dreamcancel.com/wiki/index.php?title=Classic_Iori_(XIII)).
Title: Re: EX Iori (Flames)
Post by: nilcam on December 06, 2011, 06:48:18 AM
Reserved
Title: Re: EX Iori (Flames)
Post by: nilcam on December 06, 2011, 06:48:25 AM
Reserved
Title: Re: EX Iori (Flames)
Post by: KCs NOTORIOUS on December 06, 2011, 09:22:43 PM
KOFUNION KOFXIII CS 98'IORI COMBO VIDEO(100%DAMAGE) (http://www.youtube.com/watch?v=w1kYhR_oJtw#ws)
some new juice. I'm finding it hard to do the second combo in the corner though. not sure if he dps or somehow can cancel from the super.

Edit: Figured it out, you gotta do  ;a dp into  ;a yamisogi
Title: Re: EX Iori (Flames)
Post by: CharREX on December 07, 2011, 02:11:15 AM
Is it me or his hop seems to be A LOT faster than the claw one?
Title: Re: EX Iori (Flames)
Post by: BiGGDaddyCane on December 07, 2011, 02:21:06 AM
Is it me or his hop seems to be A LOT faster than the claw one?

Hmmm, hard to tell for me. Feels the same IMO, i play alot of Flameless Iori too.
Title: Re: EX Iori (Flames)
Post by: fiol on December 07, 2011, 03:43:59 AM
two combos, i like the second one 's damage: 666 (lol the number of the devil ahah)
nothing special, i was just messing around with him

Ex Iori KOF 13 combos (http://www.youtube.com/watch?v=C7eoDR_jKNI#)
Title: Re: EX Iori (Flames)
Post by: Light on December 07, 2011, 05:44:53 AM
When I try doing his  ;fd ;dn ;df+ ;c into  ;dn ;df ;fd+ ;a ;c he super cancels.

Same for his  ;fd ;dn ;df ;c into  ;dn ;db ;bk+ ;a

Any reason on why this happens? Or how to get the correct move that I want to come out?
Title: Re: EX Iori (Flames)
Post by: Saitsuofleaves on December 07, 2011, 05:54:36 AM
The second one is just annoying, but for the first one, the best thing to do (since for some reason holding forward and pressing AC isn't working) is just be picture perfect with your DP motion.  Do NOT do what everyone does when doing DPs in doing F, QCF.  You HAVE to do a perfect DP motion, no more, no less (obviously no less otherwise the DP won't come out).  If you do a perfect DP motion and then do QCF+AC, it won't register 2 QCFs.  It's a hard practice especially if you do F, QCF like most.
Title: Re: EX Iori (Flames)
Post by: Light on December 07, 2011, 06:44:10 AM
Yeah just finished experimenting with it. Strictly DP motion, I got it to work a few times but, like you said it's tough.
Title: Re: EX Iori (Flames)
Post by: Saitsuofleaves on December 07, 2011, 07:08:28 AM
Yeah so in an actual match, probably best to save those Drive Cancels into EX FB from either Rekkas or EX DP.
Title: Re: EX Iori (Flames)
Post by: LouisCipher on December 07, 2011, 07:08:48 AM
His EX SRK goes right through projectiles...

Just saying. And yeah, he's going to be my 2nd. I absolutely hate runaway, fireball spam, and any character that has the ability to bypass that shit is a character I like :) .

It seems like he can get hit out of his command grab though. I've yet to test his EX Grab.
Title: Re: EX Iori (Flames)
Post by: The HuBBs on December 07, 2011, 07:09:22 AM
trial 3  for him was deceptive.  after the command grab you actually have to dash in with C for the command to connect properly.
Title: Re: EX Iori (Flames)
Post by: Saitsuofleaves on December 07, 2011, 07:11:15 AM
trial 3  for him was deceptive.  after the command grab you actually have to dash in with C for the command to connect properly.

Well, the Demo Video shows you that to begin with.
Title: Re: EX Iori (Flames)
Post by: The HuBBs on December 07, 2011, 07:14:51 AM
i didn't notice it at first. i thought it managed to do a really quick C right after the grab.
Title: Re: EX Iori (Flames)
Post by: BiGGDaddyCane on December 07, 2011, 07:18:35 AM
i didn't notice it at first. i thought it managed to do a really quick C right after the grab.

Yea, thats how it was in the old days. When i first played with him I just went into KOF2002 mode thinking that the same shit would work lol. I had to adapt to a couple of things about him in 13.
Title: Re: EX Iori (Flames)
Post by: Saitsuofleaves on December 07, 2011, 07:19:25 AM
I'm probably not gonna main him, but I might put him on a secondary team.  Dunno with who else though.
Title: Re: EX Iori (Flames)
Post by: BiGGDaddyCane on December 07, 2011, 09:52:01 AM
I'm probably not gonna main him, but I might put him on a secondary team.  Dunno with who else though.

Same with me, he seems very well rounded but IDK. Besides back in the day i use to not pick him just because he was Top Tier lol & I was character loyal to Vice ,Mature, Yamazaki ever since.

However, since Yama is not in this game and im still fishing around for a good 3rd character; I may just pick Flame Iori for the time being. Still learning claw but im already 95% used to how EX Iori plays so i may roll with him just for now until I get my Flameless Iori better.
Title: Re: EX Iori (Flames)
Post by: Saitsuofleaves on December 07, 2011, 07:49:17 PM
Well it's not because of all that, I'm just gonna keep the main team I have now.  Only way it's changing is if EX Kyo really blows me away.
Title: Re: EX Iori (Flames)
Post by: Ky0 on December 08, 2011, 04:47:41 AM
The second one is just annoying, but for the first one, the best thing to do (since for some reason holding forward and pressing AC isn't working) is just be picture perfect with your DP motion.  Do NOT do what everyone does when doing DPs in doing F, QCF.  You HAVE to do a perfect DP motion, no more, no less (obviously no less otherwise the DP won't come out).  If you do a perfect DP motion and then do QCF+AC, it won't register 2 QCFs.  It's a hard practice especially if you do F, QCF like most.
Yeah just finished experimenting with it. Strictly DP motion, I got it to work a few times but, like you said it's tough.
Mine doesnt want to come out...   ^O^     allways the DM... lol
What do you mean by "perfect DP motion"  ;fd ;dn ;df  or   ;fd ;dn ;df ;fd ??
Title: Re: EX Iori (Flames)
Post by: Saitsuofleaves on December 08, 2011, 04:56:38 AM
I mean,  ;fd ;dn ;df

EXACTLY that input, if you do not stop at  ;df when finishing the motion, you will end up registering 2 QCF's and you will be sad.
Title: Re: EX Iori (Flames)
Post by: Ky0 on December 08, 2011, 06:11:23 AM
Ok, hope that works nicely...
I'll try this then, and come back here to share the results... :p
Thks mate ;)
Title: Re: EX Iori (Flames)
Post by: LouisCipher on December 08, 2011, 06:53:10 AM
One thing I just discovered is that his  ;a ;fd ;dn ;fd SRK hits behind him a little bit, good for anti-crossup situations.
Title: Re: EX Iori (Flames)
Post by: xZEPPELIx on December 08, 2011, 12:57:25 PM
In case you guys didn't know, Saika isn't affected by dmg scaling.  So it's better to use Lvl1 Ya Otome -> Saika instead of EX Ya Otome at the end of long combos.
Title: Re: EX Iori (Flames)
Post by: hiltzy85 on December 08, 2011, 05:21:47 PM
Even in shorter combos, the difference in damage is really small.  Ya Otome -> saika does like 2-5 less damage in most cases I've tried than EX ya otome. 
Super-easy stuff like cl.C, f+A, qcf+C, (or cl.B, f+A,A, qcf+C), super cancel Ya otome -> saika might even do more than super cancel EX ya otome. 
Title: Re: EX Iori (Flames)
Post by: Ky0 on December 09, 2011, 12:14:23 AM
The second one is just annoying, but for the first one, the best thing to do (since for some reason holding forward and pressing AC isn't working) is just be picture perfect with your DP motion.  Do NOT do what everyone does when doing DPs in doing F, QCF.  You HAVE to do a perfect DP motion, no more, no less (obviously no less otherwise the DP won't come out).  If you do a perfect DP motion and then do QCF+AC, it won't register 2 QCFs.  It's a hard practice especially if you do F, QCF like most.
Yeah just finished experimenting with it. Strictly DP motion, I got it to work a few times but, like you said it's tough.
Mine doesnt want to come out...   ^O^     allways the DM... lol
What do you mean by "perfect DP motion"  ;fd ;dn ;df  or   ;fd ;dn ;df ;fd ??
All right, that works! But very very strict!!!  damn!
Can anyone tell to SNK, to review their shortcuts...  >:-(
Title: Re: EX Iori (Flames)
Post by: foreverttw on December 09, 2011, 12:49:08 AM
It's not that much of an issue once u get used to it. The trick is to not let go of the stick, pause the stick at  ;df for the as you hit  ;c, then just roll the stick to  ;dn ;db ;bk or to  ;dn ;df ;fd. Letting go of the stick have a very high chance the game would register a  ;fd ending in a DM drive cancel.
Title: Re: EX Iori (Flames)
Post by: Ky0 on December 09, 2011, 11:46:26 AM
... pause the stick at  ;df for the as you hit  ;c...
Yep, after many trys, I think this is the most important part!  Just dont let the stick go neutral or back etc...
But once again, its too strict IMO :/

SNKP, read this plz  :)
Title: Re: EX Iori (Flames)
Post by: Sharnt on December 09, 2011, 01:47:50 PM
You can also do hcb f to do the dp motion, i don't know if it will mess up with the over DM anyway.
Title: Re: EX Iori (Flames)
Post by: Saitsuofleaves on December 09, 2011, 05:29:47 PM
You can also do hcb f to do the dp motion, i don't know if it will mess up with the over DM anyway.


Slight problem with using that for the DP Motion
Title: Re: EX Iori (Flames)
Post by: Violent Kain on December 09, 2011, 06:08:44 PM
Hi, does anyone know how to hit with  ;dn ;c after aoihana ex?

I´ve tried it and iori recovers after, it seems that there is some kind of trick so you can cut recovering time in the Aoihana.

SNKP does this in this video http://youtu.be/r03eAYlxgUA?t=5m19s (http://youtu.be/r03eAYlxgUA?t=5m19s)
Title: Re: EX Iori (Flames)
Post by: bzerk on December 09, 2011, 07:43:44 PM
Yep  he shares that motion with his command grab...    Honestly though is dp xx qcf+p even worth risking the execution error? 
Title: Re: EX Iori (Flames)
Post by: Saitsuofleaves on December 09, 2011, 07:46:08 PM
Yep  he shares that motion with his command grab...    Honestly though is dp xx qcf+p even worth risking the execution error? 


Not really.  If you really need to land EX FB,  you can just get it off of Rekkas rather than DP.
Title: Re: EX Iori (Flames)
Post by: hiltzy85 on December 09, 2011, 09:37:39 PM
If you hit an EX fb and leave them frozen for longer (more hits), does it make the damage scaling on the rest of the combo worse?  EX fb already seems to scale stuff really badly...
Title: Re: EX Iori (Flames)
Post by: Proto Cloud on December 09, 2011, 10:38:35 PM
Anyone else feel this man is way too good for his own right?

I'm gonna start calling him Greatest Hits Iori, when he's got everything good he's ever had in the series.
Title: Re: EX Iori (Flames)
Post by: Ky0 on December 10, 2011, 04:45:54 AM
Yep  he shares that motion with his command grab...    Honestly though is dp xx qcf+p even worth risking the execution error? 


Not really.  If you really need to land EX FB,  you can just get it off of Rekkas rather than DP.
Yeah, agree. Not really, but its one thing in his trials... :/

Anyone else feel this man is way too good for his own right?

I'm gonna start calling him Greatest Hits Iori, when he's got everything good he's ever had in the series.
lol, but yes, he's really good char :)
Title: Re: EX Iori (Flames)
Post by: LouisCipher on December 11, 2011, 03:02:43 AM
I need some help doing Flame Iori's Neomax combos.

I keep trying to do SRk into Rekka, then SRK and back but I accidentally get his QCFx2 super out instead. Or I try to do Rekka into HCB Kick, and I just get the 2nd hit of the rekka.

Meanwhile I can use Claw Iori and mash and get an easy Neomax combo.
Title: Re: EX Iori (Flames)
Post by: BiGGDaddyCane on December 11, 2011, 03:04:30 AM
Anyone else feel this man is way too good for his own right?

I'm gonna start calling him Greatest Hits Iori, when he's got everything good he's ever had in the series.

Lol, Yea

Another thing I wanted to personally address though probably said before is that alot of people are blabing about his damage output is poor compared to Flameless Iori.

However, look at the strong amount of tools Classic Iori has compared to Claw. If he had high/strong damage he"ll be easy Top or S Tier. (BTW his EX DP is Ridiculous lol, love it)
Title: Re: EX Iori (Flames)
Post by: hiltzy85 on December 11, 2011, 04:56:01 AM
I would say that he DOES still have pretty good damage.  He has a lot of really simple combos that do between 250 and 400 without using too much meter...However, that seems to be a pretty hard plateau that requires a lot of stocks or using HD to pass.  cl.B, f+A,A, qcf+C, super cancel ya otome - saika does around 450 (2 stocks, 1 drive), i think, but getting over 500 takes some doing

On the otherhand, claw Iori's normal corner BnB does like 470-500 (and is easy) depending on what you use as a starter for 1 stock and one drive, and adding more stocks/drives can easily boost it up to like 700.  I don't think there is any doubt that EX iori's dp is much better (normal and EX), and being able to zone a bit helps him too
Title: Re: EX Iori (Flames)
Post by: LouisCipher on December 11, 2011, 08:00:51 AM
Messed around with him a bit. My goal is just to figure out easy Hyper Drive combos for Billy and Flame Iori.

I really hate his QCFx2 Super. It looks cool but it does little damage and I accidentally get it out a lot. I'm trying to find a practical Hyper Drive after doing the overhead B kick and cancel into Hyperdrive, then I try to do SRK or EX SRK and I get that damn super out. I try to do Rekka instead but the timing is pretty tight.

Does his EX Rekka have any special properties?
Title: Re: EX Iori (Flames)
Post by: Saitsuofleaves on December 11, 2011, 08:06:59 AM
Just do DP+C HDC HCB+D HDC DP+C HCB+D a bunch of times (I can't remember the exact number) and then cancel DP+C into Yaotome and Max Cancel.  Does like 80% and is easy as hell once you get the hang of it.  Just can't be too...energetic with commands, just get a nice smooth rhythm going.
Title: Re: EX Iori (Flames)
Post by: LouisCipher on December 11, 2011, 08:09:01 AM
Sorry to sound glib, but what is HDC?
Title: Re: EX Iori (Flames)
Post by: hiltzy85 on December 11, 2011, 08:42:26 AM
HDC is hyperdrive cancel.  Also, for his EX rekkas, I think they have some invicibility on start up.  Other than that, they do more damage than the C version and seem to travel farther, and if you drive cancel into EX rekkas from something that puts them in the air (like second hit of DP or second hit of normal rekkas) they get put in a juggle state.
Title: Re: EX Iori (Flames)
Post by: LouisCipher on December 11, 2011, 09:01:15 AM
Well, his EX SRK has invincibility and goes through projectiles and it's an easy drive cancel into his Rekka or anything for a minimum of 300 damage.
Title: Re: EX Iori (Flames)
Post by: Parapets on December 12, 2011, 12:52:42 PM
For anyone having trouble with executing dp+P or DC'ing it without accidentally getting a DM, try inputting the DP as 63256P to get around the input overlap.
Title: Re: EX Iori (Flames)
Post by: BiGGDaddyCane on December 12, 2011, 06:36:14 PM
Yea im maining him now, feel like ive adjusted to his 13 playstyle. He's defensibly solid in my book, cant wait to play some offline matches; since netcode is borderline OK and my Modem is BS.
Title: Re: EX Iori (Flames)
Post by: BiGGDaddyCane on December 12, 2011, 08:47:24 PM
Main thing I have to adjust to was the recovery on his Projectile. Feels slower then in the previous KOF's to me for some reason.

Also, thinking that Command Grab straight to ST. ;c didn't work anymore; but it does work just find.
Title: Re: EX Iori (Flames)
Post by: LouisCipher on December 13, 2011, 12:49:22 AM
Has anyone found a use for his EX Fireball? It's funny, everyone (including myself) was thinking it would be OP, but it scales so much it's practically not worth it.
Title: Re: EX Iori (Flames)
Post by: Saitsuofleaves on December 13, 2011, 03:12:30 AM
Has anyone found a use for his EX Fireball? It's funny, everyone (including myself) was thinking it would be OP, but it scales so much it's practically not worth it.

Everyone?  The ones think it would be OP were in the minority, and those who didn't think it was (myself included) pretty much told you this would be the reason.

Best thing I can think of is position influencing.  Either side switching or being able to push your opponent more to the corner, so if getting there is important to you than it is a bit helpful.
Title: Re: EX Iori (Flames)
Post by: hiltzy85 on December 14, 2011, 12:57:32 AM
so you can in fact push them around while they are frozen?  I didn't realize.  But yeah, it seems to not be worth using in combos at all.
Title: Re: EX Iori (Flames)
Post by: KCs NOTORIOUS on December 14, 2011, 01:56:43 AM
Are there any ex iori vids out there that haven't been posted yet?
Title: Re: EX Iori (Flames)
Post by: LouisCipher on December 14, 2011, 02:51:11 AM
Are there any ex iori vids out there that haven't been posted yet?

http://youtu.be/I_CJEEOePr4 (http://youtu.be/I_CJEEOePr4)
Title: Re: EX Iori (Flames)
Post by: KCs NOTORIOUS on December 14, 2011, 03:56:25 AM
Thanks, that actually helps a lot.
Title: Re: EX Iori (Flames)
Post by: LedHendrix on December 14, 2011, 11:21:29 PM
Stupid question but.... where is this guy on the select screen?
I just bought the DLC, downloaded it fine, but I don't see him on my character select screen.
Where should he be?
Title: Re: EX Iori (Flames)
Post by: Saitsuofleaves on December 14, 2011, 11:52:01 PM
Hit Select/Back when your cursor is on Iori.
Title: Re: EX Iori (Flames)
Post by: seekritdude on December 18, 2011, 09:00:28 PM
I made a quick example of some iori combos for console here just getting to posting it now shrug...

KOF XIII more console idea scraps/left overs... Iori, Kim, Kyo, K' Combo video (http://www.youtube.com/watch?v=2gjXrROQ-XA#)
Title: Re: EX Iori (Flames)
Post by: KCs NOTORIOUS on December 19, 2011, 10:02:25 AM
Does anybody know how to punish kyo's double kick pressure he uses, for some reason i can't punish it with anything.
Title: Re: EX Iori (Flames)
Post by: darkTown2 on December 19, 2011, 10:06:51 PM
Does anybody know how to punish kyo's double kick pressure he uses, for some reason i can't punish it with anything.

it is made so that the only way you can really punish it is with spending a meter on blowback, or if your character has a really fast command grab. it is a generally safe move to most of the cast.
Title: Re: EX Iori (Flames)
Post by: Demoninja on December 19, 2011, 11:57:53 PM
Does anybody know how to punish kyo's double kick pressure he uses, for some reason i can't punish it with anything.

it is made so that the only way you can really punish it is with spending a meter on blowback, or if your character has a really fast command grab. it is a generally safe move to most of the cast.

No it was not made so the only way you can punish is with a blowback. If you have a halfway decent dp you can dp between the two kicks. If you block both kicks every character can land a normal throw.
Title: Re: EX Iori (Flames)
Post by: darkTown2 on December 20, 2011, 02:49:22 AM
you're definitely right a being able to dp i didn't even think about the first kick in my post. you can actually use a lot of fast invincible moves on the first kick ( enough time to do a blowback without using a meter and still hit).

 however they can tech a normal grab since you can tech grabs during recovery so that won't work.
Title: Re: EX Iori (Flames)
Post by: CCVengeance on December 20, 2011, 03:30:08 AM
Just downloaded him and....
His rekkas are really hard to use.
Other than that I like the character.
Title: Re: EX Iori (Flames)
Post by: Matt Alder on December 21, 2011, 03:44:41 PM
Just downloaded him and....
His rekkas are really hard to use.
Other than that I like the character.


The rekkas are actually extremely easy to use, the difference is that you should be doing the input more slowly compared to previous games. Just put a nice long delay between each hit of the rekkas and you should have no trouble at all.
Title: Re: EX Iori (Flames)
Post by: BiGGDaddyCane on December 21, 2011, 11:48:46 PM
Just downloaded him and....
His rekkas are really hard to use.
Other than that I like the character.


After awhile you"ll get use to the timing. Gotta let it grow on you, his rekkas is one of his strong main parts of his natural playstyle.
Title: Re: EX Iori (Flames)
Post by: hiltzy85 on December 22, 2011, 08:19:05 PM
luckily he doesn't have a super with qcb motions in it, unlike EX Kyo's rekkas overlapping with (qcf)x2 or Kensou's rekkas mysteriously drive cancelling into dp+P...
Title: Re: EX Iori (Flames)
Post by: Saitsuofleaves on December 22, 2011, 09:20:27 PM
EX Kyo's Rekka's overlap, but if you're Drive Canceling into them, they don't cause Mu Shiki, the problem comes when DCing from DP into Rekkas...which is the same problem EX Iori can have.
Title: Re: EX Iori (Flames)
Post by: LazieFreddy on December 30, 2011, 01:32:10 AM
I'm having trouble stopping opponent's hop pressure.  Normally with other characters I would use st A at hop distance to preempt hop attacks, but Iori's standing A and B are both kind of crappy...  So for Iori I would use Cr C instead.  However, Cr C is kind of slow and has a lot of recovery, so it has to be timed correctly. 

How do you guys deal with hop pressures?
Title: Re: EX Iori (Flames)
Post by: hiltzy85 on December 30, 2011, 05:21:06 AM
what about standing D?  if you get far D, its got pretty good range, and close D seems to hit pretty high as well.  It's probably better than crouching C, anyways
Title: Re: EX Iori (Flames)
Post by: Bloom of the Wolf on December 30, 2011, 06:28:54 AM
I'm having trouble stopping opponent's hop pressure.  Normally with other characters I would use st A at hop distance to preempt hop attacks, but Iori's standing A and B are both kind of crappy...  So for Iori I would use Cr C instead.  However, Cr C is kind of slow and has a lot of recovery, so it has to be timed correctly. 

How do you guys deal with hop pressures?

hmm i'm pretty bad but for me:

at the max range for an opponent to hop in on you, i think neutral hop j.B is good and neutral full jump j.D is kinda strong too or midscreen if the opponent is going in and you read that they're is going to hop at you and you want to stop them from advancing sometimes jump backwards j.B is useful (i think j.D might be better in very specific situations. maybe against run-ins cause it swings slightly downward? will have to play more.)

also midscreen or when cornered but the opponent isn't in there with you or basically whenever you have that breathing room, far st.D(5D) is definitely a very important option to be aware of as it controls a good amount of the space that your opponent wants to advance through. it can tag hops, runs, even walking forward players who aren't being mindful of the fact that iori is spinning around to kick them in the friggin teeth.. it definitely isn't to be thrown out to answer all your problems though as it does have some pretty size-able start up and is easily tagged by longer ranged low reaching attacks. plus despite being high priority you should be wary of the fact that you are still extending your hittable boxes into the other player's face and are susceptible to the ever popular ume-shoryu and random super blowups.

if both in the corner i like cl.st.C and cl.st.D mostly because
-A)they have (relatively) quick startup and can even be done somewhat late and still trade with harder jump-ins.
-B)you can also hold back or (4) to option-select high block while doing these in case a jump-in is already active and on top of you before your move can even start up for whatever reason (they did an early jumping normal or they pressed something with quick startup like kyo's j.B or you're just reacting kinda slow that day. whatever. its not important.)

you can try this with opponents jumping all over you midscreen too since cl.C and cl.D are good against most crossups but the whole "hold 4/lol block because you were slow to mash" thing doesn't work if they cross you up


also in the corner i like st.A because if you're both in the corner it tends to come out as the close version which can catch certain hop moves in start up, won't generally get blownup too hard if the opponent fulljumped since it recovers fast enough to let you DP (or yknow block...)as the opponent is coming back down with their whatever and is relatively more safe than pressing C or D but still not risk free.

sometimes you can also avoid certain jumping normals with cr.B or 2B since it lowers his profile enough to dodge even kyo's st.D. its far from fool proof, probably the exact opposite, but most of the time against moves like either of the iori's j.D or hop normals pressed too early you can tag the opposing player in their landing frames.

all of these options get blown up by some counter option by your opponent though and as far as i see it there is no general rule that safely covers all bases for you. you just have to understand you and your character's/and your opponent and their character's options and make educated low-risk(or high-risk if you're that guy) guesses.


but then again i suck so i just posted all of this for no raisin. tl;dr
Title: Re: EX Iori (Flames)
Post by: LazieFreddy on December 30, 2011, 02:57:43 PM
Wow, thanks for the detailed response.  I'll try them out and let you guys know the results.   ;)
Title: Re: EX Iori (Flames)
Post by: hiltzy85 on January 04, 2012, 06:32:19 PM
although it makes me sound like a huge scrub, I have to say that I am feeling very proud of myself, now that I can actually get the cl.B, cl.C link like 90% of the time.

I feel like I've passed some kind of vast, invisible plateau of suckiness, into the realm of normal, below average player.
Title: Re: EX Iori (Flames)
Post by: KCs NOTORIOUS on January 05, 2012, 09:27:42 AM
Some good info: If you're using iori as battery and have a full 3 meters/drive meter and you're lookin for hd confirmation to do about 82 percent damage.

Start whatever jump in  st.  ;c into forw.  ;a or (cr. ;b, st. ;a, forw.  ;a)hd cancel dash, st.  ;c, dp.  ;c, hcb  ;d, dp.  ;c, hcb  ;d, dp.  ;c into Yaotome, hd cancel into neo max. takes a little time to get used to but i find it one of the easier high damage hd combos he has.
Title: Re: EX Iori (Flames)
Post by: KCs NOTORIOUS on January 05, 2012, 09:28:52 AM
also after neomax, could use command grab followup to throw some people off.
Title: Re: EX Iori (Flames)
Post by: fiol on January 05, 2012, 11:57:37 AM
glitch? glitch!

Ex Iori Glitch (http://www.youtube.com/watch?v=Q4vB4iAfe0E#)
Title: Re: EX Iori (Flames)
Post by: Saitsuofleaves on January 05, 2012, 07:43:04 PM
TBQH, that doesn't look like a glitch, just look like you hit the j.2B too high, and with the properties of EX FB, you pulled them right back in front of you.
Title: Re: EX Iori (Flames)
Post by: fiol on January 06, 2012, 01:32:29 AM
ok i wasnt sure ^^
Title: Re: EX Iori (Flames)
Post by: lunarhostility on January 06, 2012, 06:49:19 PM
Is this character better 2nd or as an anchor? Trying to figure out where to place him and Andy on my team of K', Andy, and Flames Iori. Thanks!
Title: Re: EX Iori (Flames)
Post by: LazieFreddy on January 07, 2012, 09:11:22 PM
Is this character better 2nd or as an anchor? Trying to figure out where to place him and Andy on my team of K', Andy, and Flames Iori. Thanks!

I like to put him first, because he does not rely that much on meter.  I don't know much about Andy, but K' is a beast with meter, so I will put him either 2nd or 3rd.
Title: Re: EX Iori (Flames)
Post by: darkTown2 on January 08, 2012, 05:36:32 AM
Is this character better 2nd or as an anchor? Trying to figure out where to place him and Andy on my team of K', Andy, and Flames Iori. Thanks!

i would personally put him 2nd.
Title: Re: EX Iori (Flames)
Post by: hiltzy85 on January 09, 2012, 05:10:42 PM
Yeah, I would also send Iori out 2nd (or third, depending on my mood).  Andy is a really great battery and is strong without needing to use meter.  Iori benefits from having some meter, but also builds it reasonably well.  I guess it really depends on who you would rather have coming out 3rd (him or K`).  Personally, I tend to put the character that I can comfortably do the biggest, high meter combos with 3rd.
Title: Re: EX Iori (Flames)
Post by: Bloom of the Wolf on January 10, 2012, 02:15:20 AM
i tend to think of ex iori either as a point character or an anchor (1st or 3rd). i don't think he should be put second too often since his meterless damage and options are already extremely good and he's such a versatile character when combined with the fact that he not only builds meter pretty well but has an even easier time against opponents who don't have the meter to use guard cancels or ex reversal options (i.e. at the start of the match/after the opponent has used some meter to take care of a previous character.)




now for your team i think he should probably go 3rd and here's my reasoning:

-K' is a great meter builder and can spend just a bit of it too for some really solid damage. i mean he can also spend a lot of it and do some unfair stuff so he makes for a good anchor as well but i think he does a slightly better job in this case if he's point. if he has to use some resources(drive/meter) he definitely makes it worth your while where Iori doesn't really do the same unless you give him more. he also has a good meterless reversal and ein trigger tricks can be hard to deal with for a lot of characters especially without any stock. he has great normals, ambiguous crossup setups, anywhere juggles with j.214D and swagphadaez.

-Andy, i think, should really be second here. i've been playing with him a lot more recently too and more often than not i'll throw him in second unless someone more meter dependent like shen/ash/vice/etc is there as well. he doesn't hit too hard or have extremely amazing mix up potential (as far as i'm aware) but having meter is a good way to reduce the amount of times you have to open your opponent up. tagging them with a regular meterless bnb and a good hd combo should usually be a dead character. which i have to say isn't bad for having hit them twice. to make things a bit easier his neomax is straight up amazing. it can make an opponent reluctant to commit to just about anything as andy can raw neomax and pretty much snag anyone doing anything aside from blocking and he can do it in the air as well. on top of everything, it was made even faster for console for some reason. i'm still new to the character so basically i just like to throw all my meter into this character and rest on the next one's ability to play without it.

- Iori is just the same as always, still bullying the cast for free. one of the best get up speeds. decent frame traps. good mobility. nice zoning tools. an overhead. command throw. command crossup. easy safe jumps. his dp+c has invul so even with no meter the opponent still has to worry about it. if you have even one meter his EX command throw does too. he builds resources pretty quickly and his hd combos with 1 or 2 meter can easily do between 60-80% percent depending on how you started it/where you were on the screen/etc. and are pretty damn easy. you can easily start a round with practically no resources and still take out a character or two in some situations. his more meter dependent hds and other combos are okay but i think that other characters can definitely use the bar better and the times where he should be spending gauge are more outside of big combos where they are more rewarding.

this is just how i look at the team though. k' works very well in any spot on the team. he can go last and wreck shop if you want him to. iori does too to a lesser degree (i don't really think iori in second spot has anything more to offer than iori in the other two) and andy can be used as a point character pretty effectively since, among many other things, the opponent generally won't have to meter to just herpderp fly through fireballs with invincible ex and super moves. it all depends on how you wanna run the characters. glhf
Title: Re: EX Iori (Flames)
Post by: MyvTeddy on January 20, 2012, 06:18:39 AM
I have an issue when it comes to EX Iori's trials ._.

His trial 5, I can't seem to get the second rekka to hit in midair (whiffing the first one). Is there a specific timing for it since I always either press too early (and get some jab) or I just completely miss the whole thing ._.

And his trial 6, I know exactly what to do but the thing that gets me is that everytime I try to drive cancel his dp.C into his ex fireball. Instead though, I get his super and I just can't proceed with the combo.
Title: Re: EX Iori (Flames)
Post by: hiltzy85 on January 20, 2012, 06:44:05 AM
for trial 6, there are two things that I can think of that you can try.  You could try really, really hard to do a perfect DP motion (f, d, df) and then do the EX fireball (which will work, but itsn't always easy).  The problem with doing DP motions is that a lot of the time, even if you are trying not to, you're going to be inputting them as f, qcf.  If that is the case, then obviously if you do qcf+P right after it, you're going to drive cancel into his (qcf)x2+P super.

The other thing you can try is inputting the DP as hcb, f+C.  I think that is one of the input shortcuts that the game recognizes.  I know it is something that you need to do a lot in K`s trials, and I don't see any reason why it shouldn't work for Iori, too.

So to get dp+C [DC] qcf+AC, you would input hcb, f+C, qcf+AC, and you should get what you want.  

As far as hitting the weird mid-air rekka after whiffing the first one in trial 5 goes, i think you're just going to have to keep trying it until it works. 
Title: Re: EX Iori (Flames)
Post by: Saitsuofleaves on January 20, 2012, 08:11:33 AM
HCB, f+C is the command for his Command Grab.
Title: Re: EX Iori (Flames)
Post by: hiltzy85 on January 20, 2012, 04:31:12 PM
HCB, f+C is the command for his Command Grab.

yeah...I realized this not long after posting, and it doesn't work anyway.  A way that does work for sure, though, is drive cancelling the DP into hcb+K and then drive cancelling that into the EX fireball.
Title: Re: EX Iori (Flames)
Post by: FakeVariable on January 20, 2012, 10:32:04 PM
You could try doing dp into fireball by inputting the dp as  ;fd ;db ;fd+ ;c, this might register as command grab also though, not sure off of the top of my head and can't check right now.
Title: Re: EX Iori (Flames)
Post by: hiltzy85 on January 22, 2012, 04:29:02 AM
the combo in trial 5 is so bad...what is it, like 2 stocks and a drive bar to do around 300 damage?  This EX fireball might be one of the crappiest moves in the game. 
Outside of combos I don't see how you could ever hit somebody with it, considering how slow it starts up AND how slowly it moves, and inside combos it causes so much damage scaling it's hard to believe.  You can't even use it like other EX projectiles to go through the other player's zoning attempts because you'll just get hit before you can get it off, or they'll be able to move/avoid it after it goes through their projectile (if it even does that).  It doesn't even do good damage...
Title: Re: EX Iori (Flames)
Post by: Reiki.Kito on January 25, 2012, 06:14:45 AM
【CS KOF13】炎を取り戻した庵 コンボ集 (http://www.youtube.com/watch?v=e6KFSTMJ1GQ#ws)

At 1:40, EX Iori does an infinite. Apparently, you need 1 bar to do it and some drive, but you build back the necessary tools to do so. Also...It's just timing the qcb and the juggle. Hella dumb!
Title: Re: EX Iori (Flames)
Post by: LazieFreddy on January 25, 2012, 11:01:59 AM
【CS KOF13】炎を取り戻した庵 コンボ集 (http://www.youtube.com/watch?v=e6KFSTMJ1GQ#ws)

At 1:40, EX Iori does an infinite. Apparently, you need 1 bar to do it and some drive, but you build back the necessary tools to do so. Also...It's just timing the qcb and the juggle. Hella dumb!

I saw that combo posted a while ago.  Tried it for bit but could never get it to work.  The timing is really strict!
Title: Re: EX Iori (Flames)
Post by: Reiki.Kito on January 25, 2012, 12:04:33 PM
In order to do said infinite, you have to empty cancel the recovery of his rekka with qcf, hcb+P which is his maiden masher move.

So the way it's done is qcb+AC, qcb+AC, qcf, hcb+A, qcb+A, qcb+A, qcf, hcb+A, qcb+A, qcb+A...Only when you have drive do you have to stock and drive your qcb+A into an EX (qcb+AC) otherwise you'll super cancel. You can only do empty cancel as long as you no bar or no drive. If you have both, the next time you would empty cancel (qcf,hcb+P), you do an EX instead.
Title: Re: EX Iori (Flames)
Post by: Violent Kain on January 25, 2012, 06:19:55 PM
In order to do said infinite, you have to empty cancel the recovery of his rekka with qcf, hcb+P which is his maiden masher move.

So the way it's done is qcb+AC, qcb+AC, qcf, hcb+A, qcb+A, qcb+A, qcf, hcb+A, qcb+A, qcb+A...Only when you have drive do you have to stock and drive your qcb+A into an EX (qcb+AC) otherwise you'll super cancel. You can only do empty cancel as long as you no bar or no drive. If you have both, the next time you would empty cancel (qcf,hcb+P), you do an EX instead.

I think that there is another way to cancel that, because in 1:23 he uses the same cancel in aoihana and the super cancel does not happen.
Title: Re: EX Iori (Flames)
Post by: GenesisDC on March 16, 2012, 01:24:50 AM
I guess people stopped caring about EX Iori when the infinite was posted?
Title: Re: EX Iori (Flames)
Post by: desmond_kof on April 06, 2012, 04:35:36 PM
Man, I still play with EX Iori, people here are just shy. hehehe.

Anyone have any favorite combos to share?

Title: Re: EX Iori (Flames)
Post by: Bloom of the Wolf on April 17, 2012, 03:55:56 PM
i guess for the purpose of showing some sign of life in this thread...

i actually have a couple favorites of the ones i've learned so far.

1)(halfscreen) j.C cl.5C 6A hd cl.5C 6A 214AC>214P (623Axx214A)x3 623A 2363214ACxx2141236AC
is a recent favorite. its kinda not worth it since its only 940 damage for 5 bars but i like that its a relatively non-situational version of his first 100% combo which is:

2)(corner) CH j.CD 6B hd 6B 214AC[whiff]>214P (623Axx214A)x3 623A 2363214ACxx2141236AC
this combo, to me, is one of the coolest. sure it isn't really that practical and getting the ex rekka part is kinda inconsistent but it really opened my mind to the possibilities of situational confirms. furthermore, learning this one is extremely helpful in teaching you things about the character's workings. it shows that iori's 6B, A dp and the second hit of rekkas (without the first) scale much less than many of his other moves and are very helpful in building damaging combos. the dp into rekka section is actually a lot of fun to do (surprisingly), although its been made more or less useless with the discovery of empty cancels. it overkills with 1012 damage from CH fulljump CD and just barely squeeks by with a cool 1000 damage off of a CH hop CD.

3)(corner) j.C cl.5C 6A hd cl.5C 623Axx236236A 6B 623A 623C[2 hits]xx214P>214P 623C[2 hits]xx2363214Pxx2141236AC
with 937 damage for 4 stocks this is probably the most worthwhile corner hd to learn if you're tryna hit for damage without having/spending 5 bars or being able to EC. it shows the lack of heavy proration on the second hit of the fireball super as well as showing that there is a slight difference between the A and C versions of said super. it also shows some pretty interesting things regarding ex iori's A dp and how it affects juggle-ability when A) not cancelled into and B) is connected with at certain points in the attack (i.e. the grounded portion).
EDIT:if you are actually in possession of/willing to spend 5 meters, then you can EX the super before max-cancelling for 975 damage.

there are a lot of other good ones but these are my favorite three that don't involve EC. on a loosely related sidenote, i do believe certain evidences support the notion that it is not actually a glitch but was added to this character specifically on purpose; perhaps as an homage to older KOFs.
Title: Re: EX Iori (Flames)
Post by: LazieFreddy on April 27, 2012, 06:11:09 AM
So has anyone figured an alternative way of doing empty cancels after rekkas?  If you look at this video at 3:00 mark, Justius did an empty cancel to connect a close C after the second rekka, but he has full drive and 2 meters, so he probably didn't empty cancel into super.

WR 5 B - Elive Mr KOF vs Justius - Game 1 (http://www.youtube.com/watch?v=pxLACz1155s#ws)

I tried replicating it in training mode by empty canceling NeoMax but it does not seem to work, EX fireball comes out instead.
Title: Re: EX Iori (Flames)
Post by: Bloom of the Wolf on April 27, 2012, 07:30:32 AM
Nah he's still doing ya otome input. you can't empty cancel with anything else. Empty cancels seem to be very specifically made with EX iori, unlike the way it worked in 98. for instance, as far as I've tested the first hit of his rekka can never be empty cancelled unless it's EX'd no matter what amount of resources you have, it just comes out as the second rekka. haven't seen any of it done in climax yet but the game just came out so you can't tell if it's been taken out. Personally I doubt it, I firmly believe ex iori's empty cancelling was added to game on purpose.
Title: Re: EX Iori (Flames)
Post by: LazieFreddy on April 27, 2012, 07:56:57 AM
So why didn't yaotome come out?  Does it have to do with the timing of his empty cancel?  Justius did the same setup a few times in the set.  I like to think that he figured out a different way to do it, or he is just a machine with precise timing....

As for climax, if I am reading this correctly then it seems that empty cancel has been taken out.
http://tieba.baidu.com/p/1508676641 (http://tieba.baidu.com/p/1508676641)
Title: Re: EX Iori (Flames)
Post by: Bloom of the Wolf on April 27, 2012, 04:50:10 PM
So why didn't yaotome come out?  Does it have to do with the timing of his empty cancel?  Justius did the same setup a few times in the set.  I like to think that he figured out a different way to do it, or he is just a machine with precise timing....

As for climax, if I am reading this correctly then it seems that empty cancel has been taken out.
http://tieba.baidu.com/p/1508676641 (http://tieba.baidu.com/p/1508676641)

You are correct. He's just timing the empty cancel later, past the super cancel point. this is how you do the ex iori 5 stock 100% hd that was shown in the same video as ex iori rekka infinite (the one that starts with the ground string>ex rekkas ec'd into 6b hd 6b dp+c (2 hits) drive cancelled into rekkas which are then ec'd again into another 6b and so on). This is actually what lead me to believe that the empty cancels were actually not a glitch, as it seems very specifically made for maiden masher input to interact with the rekka kens and cancel their recovery regardless of whether the super move was inputted within the super cancel window. That and the fact that snk playmore were the first ones to reveal the existence of empty cancelling to the player base with that video containing ex rekka(1)>empty cancel 2c>ex rekka(1) 3 times into rekkarekka>ec>ya otome etc.

As for the news that it might have been removed in climax, I really hope that it isn't so. Although it's definitely justifiable to take it out, empty cancelling was extremely helpful in bringing ex iori's damage output to the same or a similar level as claw's in many situations (mostly without drive). Although I still don't see any 3 meter 100% hds coming from him even with empty cancelling. Oh well, if it's gone, it was nice way to add a new level of depth to a relatively simple character to master while it lasted. R.I.P. execution barriers.
Title: Re: EX Iori (Flames)
Post by: LazieFreddy on April 29, 2012, 11:19:40 AM
I'm starting to get the hang of it after spending more time in training mode.  I could pull it off about half of the time.  Time to go figure out some set ups and applications with the newfound toolset. ;)
Title: Re: EX Iori (Flames)
Post by: BioBooster on May 04, 2012, 09:11:11 AM
http://dreamcancel.com/wiki/index.php?title=Classic_Iori_%28XIII%29#Move_Metadata (http://dreamcancel.com/wiki/index.php?title=Classic_Iori_%28XIII%29#Move_Metadata)

Frames!
Title: Re: EX Iori (Flames)
Post by: Sharnt on May 22, 2012, 10:25:36 AM
As for the news that it might have been removed in climax, I really hope that it isn't so.
It isn't.
https://twitter.com/eLivefrionel/status/204627907149185024
Title: Re: EX Iori (Flames)
Post by: Bloom of the Wolf on May 22, 2012, 02:30:51 PM
As for the news that it might have been removed in climax, I really hope that it isn't so.
It isn't.
https://twitter.com/eLivefrionel/status/204627907149185024

Sharnt, I do not know you personally and will, in all likelyhood, never see you irl but know that you are loved. No homo.
Title: Re: EX Iori (Flames)
Post by: LazieFreddy on May 22, 2012, 10:16:05 PM
That's good to hear, he needs all the tools he has now.
Title: Re: EX Iori (Flames)
Post by: Great_Dark_Hero on July 23, 2012, 12:32:17 AM
Greetings,

I, the Great_Dark_Hero, would like to present a video of using combo's in EX Iori's EX Yami Barai (EX Projectile) move. It is said that Iori can not combo into the move at all. However, it is possible to drive cancel into the EX Projectile. After my last few matches in Kaiserslautern Germany, it is pretty much evident to not use this move so carelessly due to damage scaling. Comboing into EX Yami Barai should be utilized for positioning and saving up more combo's (preferably the combos that help Iori maximize his damage). Here is my video - Iori Yagami himself guides you through it.

KOF XIII - EX Iori - EX Yami Barai Technology (http://www.youtube.com/watch?v=zhyCJnTRD-8#)
Title: Re: EX Iori (Flames)
Post by: Crimson_King15 on July 24, 2012, 03:02:53 PM
Greetings,

I, the Great_Dark_Hero, would like to present a video of using combo's in EX Iori's EX Yami Barai (EX Projectile) move. It is said that Iori can not combo into the move at all. However, it is possible to drive cancel into the EX Projectile. After my last few matches in Kaiserslautern Germany, it is pretty much evident to not use this move so carelessly due to damage scaling. Comboing into EX Yami Barai should be utilized for positioning and saving up more combo's (preferably the combos that help Iori maximize his damage). Here is my video - Iori Yagami himself guides you through it.

KOF XIII - EX Iori - EX Yami Barai Technology (http://www.youtube.com/watch?v=zhyCJnTRD-8#)
Lots of people have known that you can combo into this move It's actually in one of his trials I believe. DP> EX Yami barai, rekka DC into it in the corner, and you can even Juggle into it off of his projectile super (projectile super has to launch the opponent). There is just no reason to do it since it scales so much and the damage it does is so little.
Only time I find myself using it is for 2 things bad jump ins (or divekicks/Punches in kensou's case) or for people who recklessly throw fireballs without thinking.
Title: Re: EX Iori (Flames)
Post by: DJMirror949 on July 26, 2012, 11:43:27 AM
How do you do that 2 hits with Rekka into c version of DP without drive canceling? I'm having an hard time like is it a timing thing or I have to cancel the Rekka faster? Thank you
Title: Re: EX Iori (Flames)
Post by: Crimson_King15 on July 26, 2012, 03:25:10 PM
How do you do that 2 hits with Rekka into c version of DP without drive canceling? I'm having an hard time like is it a timing thing or I have to cancel the Rekka faster? Thank you


What you have to do is empty cancel it. After you do your second rekka you wait until the rekka is no longer drive cancelable then input maiden masher super (qcfhcb+p) and it pretty much cancels/lessens the recovery of the rekka and you can follow up after it.
 
It's not hard just practice it and you'll get it!
Title: Re: EX Iori (Flames)
Post by: Alchemist on July 27, 2012, 12:01:33 PM
How do you do that 2 hits with Rekka into c version of DP without drive canceling? I'm having an hard time like is it a timing thing or I have to cancel the Rekka faster? Thank you


What you have to do is empty cancel it. After you do your second rekka you wait until the rekka is no longer drive cancelable then input maiden masher super (qcfhcb+p) and it pretty much cancels/lessens the recovery of the rekka and you can follow up after it.
 
It's not hard just practice it and you'll get it!


When I try to empty cancel the second recca into a late maiden masher input I get standing C. Am I supposed to cancel later?
Title: Re: EX Iori (Flames)
Post by: bopper on July 27, 2012, 12:03:33 PM
Probably earlier if you are getting a normal out.
Title: Re: EX Iori (Flames)
Post by: Alchemist on July 27, 2012, 12:10:15 PM
Probably earlier if you are getting a normal out.

Hmm.. I'll try that tomorrow then. The standing C is a pretty useful reset and you don't have to worry about spending meter super cancelling by mistake.

I'll try it regardless. If you can do recca recca C dp then you should be able to recca recca super without spending drive. That bumps up his damage by quite a bit and makes him miles better than claw Iori :-)
Title: Re: EX Iori (Flames)
Post by: Crimson_King15 on July 27, 2012, 03:42:46 PM
Probably earlier if you are getting a normal out.

Hmm.. I'll try that tomorrow then. The standing C is a pretty useful reset and you don't have to worry about spending meter super cancelling by mistake.

I'll try it regardless. If you can do recca recca C dp then you should be able to recca recca super without spending drive. That bumps up his damage by quite a bit and makes him miles better than claw Iori :-)

 Flame Iori's Normal maiden masher is 10 frames where C Onyaki is 6. Flame Iori can do it with his ex super yes but not his normal super.

also It doesn't make him better than Claw Iori by any means because claw Iori can still pull a lot more damage in the corner with EX qcb+P> qcb+a loops But this isn't the place to discuss this.
Title: Re: EX Iori (Flames)
Post by: Makoto on August 08, 2012, 06:05:03 PM
So what are some of the standard Oki setups for Iori off of the rekka ender and Kototsuki In?
Title: Re: EX Iori (Flames)
Post by: Mr.Minionman on September 12, 2012, 07:53:45 PM
Hey, as Iori I'm having troubles dealing with characters with long range pokes in the corner (Kula, Fireball characters, Ralf), particularly with fast standing normals. What are my options out of this type of pressure as Iori? Mainly stumped because his longest range punish is the unsafe sweep, most of my counter poke attempts are snuffed by their faster longer range stuff, and the characters I'm having troubles dealing with can stand far outside my dp range (in range to snuff most of my jump in's on reaction). I've only consistently been able to get out using meter, EX dp sometimes, or a GC roll/cd. Similar issues with King, not so much with Shen.
Title: Re: EX Iori (Flames)
Post by: DCLam on November 16, 2012, 03:53:15 AM
I'm having trouble empty canceling his second rekka into dp or super. I spent the past 2 hours in practice mode trying to do it and still no luck. Can someone show me how its done? If I wait too long to cancel my opponent falls to the ground and if too fast I get a super cancel. If I'm not asking too much, a vid showing the hands would be helpful thx!!
Title: Re: EX Iori (Flames)
Post by: Sir Octopus (Saiki) on November 16, 2012, 05:52:01 AM
It's fairly simple actually, you just need to get your head around the fact that you need to practice it, a lot.

The simplest way of doing this is as follows: As soon as you press the  ;a or ;c for the second rekka you need to input the  ;dn ;df ;fd ;df ;dn ;db ;bk motion, and don't press the  ;a or ;c untill the rekka hits, I assure you, you won't get the DM cancel and will be able to follow up with the dp afterwards.

Practice practice practice.
Title: Re: EX Iori (Flames)
Post by: DCLam on November 16, 2012, 08:19:24 AM
It's fairly simple actually, you just need to get your head around the fact that you need to practice it, a lot.

The simplest way of doing this is as follows: As soon as you press the  ;a or ;c for the second rekka you need to input the  ;dn ;df ;fd ;df ;dn ;db ;bk motion, and don't press the  ;a or ;c untill the rekka hits, I assure you, you won't get the DM cancel and will be able to follow up with the dp afterwards.

Practice practice practice.

I finally got it!!! I notice when I do it right, Iori's arm from the second rekka will come down quickly allowing for enough time to follow up with the dp or super. Now I just have to practice the left side! Here we go againnn!! Thank you so much Saiki you are very helpful
Title: Re: EX Iori (Flames)
Post by: Sir Octopus (Saiki) on November 16, 2012, 09:47:22 AM
Glad I could help. Just keep in mind that this motion will reduce the recovery frames of the second rekka and thus allow a followup dp, it does not count as a special to special cancel.
Title: Re: EX Iori (Flames)
Post by: Sharnt on November 16, 2012, 11:28:02 PM
strange i started the char a week ago. And if the empty cancel reset s.C is easy, i have an awfully hard time to do the EX maiden smasher mid screen (in the corner the dp.A helps a lot). Because the motion is more complex, any specific tip? btw i input the empty cancel with AC to get the super cancel if i miss it at least.
Title: Re: EX Iori (Flames)
Post by: Crimson_King15 on November 17, 2012, 03:04:20 AM
strange i started the char a week ago. And if the empty cancel reset s.C is easy, i have an awfully hard time to do the EX maiden smasher mid screen (in the corner the dp.A helps a lot). Because the motion is more complex, any specific tip? btw i input the empty cancel with AC to get the super cancel if i miss it at least.
After the empty cancel you can try. QCFQCFB motion and it will still give you the super that way you won't have to do qcfhcb motion twice.
Title: Re: EX Iori (Flames)
Post by: DCLam on December 12, 2012, 11:08:40 AM
Hey, as Iori I'm having troubles dealing with characters with long range pokes in the corner (Kula, Fireball characters, Ralf), particularly with fast standing normals. What are my options out of this type of pressure as Iori? Mainly stumped because his longest range punish is the unsafe sweep, most of my counter poke attempts are snuffed by their faster longer range stuff, and the characters I'm having troubles dealing with can stand far outside my dp range (in range to snuff most of my jump in's on reaction). I've only consistently been able to get out using meter, EX dp sometimes, or a GC roll/cd. Similar issues with King, not so much with Shen.

Hey Mr.Minionman, I've been experimenting with EX Iori quite a lot lately. I'm not really good with him but sometimes when I find myself in the corner and my opponent is in poking range, I will just throw a Far Standing D. or simply just rekka my way out of there if I don't want to spend any meter. Hope that helps
Title: Re: EX Iori (Flames)
Post by: yamazaky96 on January 06, 2013, 08:44:44 AM
how is it possible to do as many rekka cancels as in the below match @ 2:02 ?

Kof13 - KCE646 - Naoki vs. FumiFumi (http://www.youtube.com/watch?v=IxkGIknXKqw#ws)
Title: Re: EX Iori (Flames)
Post by: lindseyboi on January 06, 2013, 09:58:14 AM
that is crazy. all i can say...... is TO THE LAB we go.
Title: Re: EX Iori (Flames)
Post by: desmond_kof on January 06, 2013, 10:20:14 AM
how is it possible to do as many rekka cancels as in the below match @ 2:02 ?

what THEE FUKK ???
Title: Re: EX Iori (Flames)
Post by: DJMirror949 on January 26, 2013, 07:37:18 AM
is there a easier way to do DP into command grab during HD Mode? or I just have to do it the motions raw?
Title: Re: EX Iori (Flames)
Post by: desmond_kof on January 26, 2013, 07:50:58 AM
Honestly, it's not really that difficult, you are able to command grab them during the 2nd hit of the dp (which should be the heavy punch version) which should give you enough time for you to hyper drive cancel it.
Title: Re: EX Iori (Flames)
Post by: AirLancer on January 29, 2013, 11:12:45 PM
how is it possible to do as many rekka cancels as in the below match @ 2:02 ?

Execution.
Title: Re: EX Iori (Flames)
Post by: Zen Woo on January 30, 2013, 05:37:24 AM
Hey, as Iori I'm having troubles dealing with characters with long range pokes in the corner (Kula, Fireball characters, Ralf), particularly with fast standing normals. What are my options out of this type of pressure as Iori? Mainly stumped because his longest range punish is the unsafe sweep, most of my counter poke attempts are snuffed by their faster longer range stuff, and the characters I'm having troubles dealing with can stand far outside my dp range (in range to snuff most of my jump in's on reaction). I've only consistently been able to get out using meter, EX dp sometimes, or a GC roll/cd. Similar issues with King, not so much with Shen.

Hey Mr.Minionman, I've been experimenting with EX Iori quite a lot lately. I'm not really good with him but sometimes when I find myself in the corner and my opponent is in poking range, I will just throw a Far Standing D. or simply just rekka my way out of there if I don't want to spend any meter. Hope that helps

you can also wiff cancel that St.D into a rekka for a chain. St. D is going to be your best friend when it comes to footsies, try 4St.B or far C when you feel confident. if the opponent is a heavy fireball user try to rush them down.
Title: Re: EX Iori (Flames)
Post by: desmond_kof on February 14, 2013, 05:43:30 PM
Ex Iori (Roll OS?) (http://www.youtube.com/watch?v=hMRMQvHhQyk#)

I found this in a facebook KOF group. The notation is cr. B then reverse maiden masher but I only got the other options to come out just once, lol.
Title: Re: EX Iori (Flames)
Post by: marchefelix on April 03, 2013, 09:59:56 PM
Something useful:

KOF XIII Iori with the Power of Flames - free cancel guide by Ennohex (http://www.youtube.com/watch?v=RipmhynsG0E#ws)
Title: Re: EX Iori (Flames)
Post by: desmond_kof on April 03, 2013, 10:13:01 PM
^ This is cool, thanks for posting. I'll front page it for others to see.
Title: Re: EX Iori (Flames)
Post by: Malik on April 03, 2013, 10:26:45 PM
^ This is cool, thanks for posting. I'll front page it for others to see.

Already done.
Title: Re: EX Iori (Flames)
Post by: marchefelix on April 17, 2013, 08:39:03 PM
Dat joystick mashing

【RenTime】KOF XIII EX Iori combo by:Yang Yao Ren 阿仁示範火八葵花取消連段 (http://www.youtube.com/watch?v=nezuP3ebspU#ws)
Title: Re: EX Iori (Flames)
Post by: Kane317 on April 18, 2013, 09:38:24 AM
^ Going to post that in his video thread.
Title: Re: EX Iori (Flames)
Post by: desmond_kof on May 27, 2013, 09:59:01 PM
EX Iori Rekka Punish Guide: https://docs.google.com/spreadsheet/ccc?key=0AuU9NWcrxNmOdDB5Vno4RjdkazVTdnRkcElCSVJkSEE#gid=0
Title: Re: EX Iori (Flames)
Post by: marchefelix on November 03, 2013, 06:35:51 PM
These are good combos for EX Iori... right?

KOFXIII - Iori Yagami [Flames] HD Combos (http://www.youtube.com/watch?v=NfWvhqWziqI#ws)
Title: Re: EX Iori (Flames)
Post by: marchefelix on November 07, 2013, 10:42:46 PM
This video features a bug with EX Iori that shows you can't do his NeoMAX on an opponent frozen with an EX Fireball(@ 2:07 and 2:31).

KOF 13 Meter is for Nerds - Ultra Accent Super Turbo Climax Phantasma EXTEND ##Reload (http://www.youtube.com/watch?v=1HM7OXhYU-k#)
Title: Re: EX Iori (Flames)
Post by: Chrome Homura on December 02, 2013, 10:40:03 PM
Is there a formula to determine a combo's damage for when one cannot execute it within the game? I've speculated for a long time that it's possible to do command grab xx cl.c xx DP xx command grab more than once, I.E as many times as HD mode allows for. Just today I managed to actually repeat it once, although I soon realized I'd earned a sore palm for my efforts (I tense my thumb super hard in order to get through certain high-level timing input requirements, doing stuff like Mature and Kyo's loops is possible but starts to hurt my hand if I spend too long practicing them) so I don't think I'm gonna be grinding this in the lab too often. Still, the fact that I managed to confirm it could be done is quite satisfying, to say the least.

Would I be correct in assuming this is the most damaging meterless HD loop Classic Iori can do aside from an absurd number of empty cancel rekkas? I would have to guess that cutting the rekka from the standard DP xx command grab loop not only opens up more cancels (more reps) but higher damage output from the moves used as a result. Granted the execution is probably ridiculous enough that I'd be better off forgetting it in favor of more reasonable confirms, but the data junkie in me really wants to know how much damage a player capable of executing this loop could get with 2 bars... has anyone seen this done, or was I really the only one to consider this combo?
Title: Re: EX Iori (Flames)
Post by: Unwieldly on December 03, 2013, 05:34:04 AM
I did cl.c, f+a, HD, (cl.c, dp+c (2) DC hcb,f+p)x4, far d, qcfhcb+p, qcfx4ac and got 730. I dunno how much more that is over the normal 2 bar off of cl.c since I don't play this guy much, but there you go.

EDIT: I got 740 replacing the super and extension with neomax at the end.
Title: Re: EX Iori (Flames)
Post by: Sharnt on December 03, 2013, 01:47:24 PM
Is there a formula to determine a combo's damage for when one cannot execute it within the game?

Each hits reduce damage by 5% (ie first hit does 100%, second 95, third 90% etc). Up to a 80% reduction for every normal/specials, up to 60% for SDM, and 50% for NM. Some moves reduce damages even further (Ash sans culottes).
Title: Re: EX Iori (Flames)
Post by: Chrome Homura on December 03, 2013, 10:44:11 PM
I did cl.c, f+a, HD, (cl.c, dp+c (2) DC hcb,f+p)x4, far d, qcfhcb+p, qcfx4ac and got 730. I dunno how much more that is over the normal 2 bar off of cl.c since I don't play this guy much, but there you go.

EDIT: I got 740 replacing the super and extension with neomax at the end.

Are you for real!? First off, thank you so much for taking the time to do this! Second, pardon me for being a tiny bit skeptical (what with you only having 1 post >_>) but I'm leaning towards accepting it. Third, major props to you for actually pulling that off!

That said, are you sure that's the maximum damage? If you still have enough HD meter after the "last" throw to cancel far  ;d into whatever, isn't there time to get another rep instead, or at least add a projectile? (off the st.D or another cl. ;c ,  ;fd ;a , for example?)

I suppose for some folks this might be a combo that can actually be done by good players, but I'm correct in assuming at the very least that this isn't easy, right? Normally since the followup to command throw xx cl. ;c is  ;fd ;a you only need to reach maximum cl. ;c range in time, but when you need that extra couple frames to get close enough to connect DP, the timing for the run input after the throw needs to be even tighter, so believe me when I tell you it looks pretty amazing and needs to be in a combo vid like ahnold needs you to successfully close the distance between you and the nearest rotor-based flying machine...


edit:
Is there a formula to determine a combo's damage for when one cannot execute it within the game?

Each hits reduce damage by 5% (ie first hit does 100%, second 95, third 90% etc). Up to a 80% reduction for every normal/specials, up to 60% for SDM, and 50% for NM. Some moves reduce damages even further (Ash sans culottes).

Am I reading this right? This mean any given hit for normals/specials stop scaling at 20% minimum, 40% for SDM, 50% for NM? I take it additional scaling effects (such as from sans culottes, as well as unscaled hits of SDMs) are mentioned in the character's frame data for known instances?
Title: Re: EX Iori (Flames)
Post by: Unwieldly on December 04, 2013, 05:36:04 AM
I understand you being skeptical since this was my first post out of the blue. I've been registered and have been lurking since late March, I just don't post. This just was just an interesting thing I wanted to try since you gave me the idea and figured I may as well post.

Yeah, it was annoying to do. I only got it 3 times in like, an hour of attempts. It seems doable since I see a lot of players in vids do the cl.c f+a after command grabbing someone. But, doing it 4 times with stricter timing seems rough. I probably wouldn't do it in real games just for an extra 20 or so damage over the far d, rekka, dp, grab loops.

With it being optimal or not, I think it's close if not already good. I don't think there's enough time to get another rep. At most, you'd get an extra rekka before the neomax/super.

EDIT: Yep, you can get a fireball. cl.c, f+a, HD, (cl.c, dp+c (2) DC hcb,f+p)x4, far d, qcf+c MC neomax is 754. And nope, no 5th rep.
Title: Re: EX Iori (Flames)
Post by: Chrome Homura on December 04, 2013, 06:22:48 AM
Well your reply has since quashed any doubts completely, so all is well.

Have you tried it without the  ;fd ;a? I can't figure out how to calculate the math right now, but my intuition suspects there's a chance that hit might actually be making the total damage lower, but it's just speculation. Again, thanks a lot for your help!
Title: Re: EX Iori (Flames)
Post by: Unwieldly on December 04, 2013, 06:33:02 AM
747 without f+a. So 7 damage less than with it. I appreciate the thanks.
Title: Re: EX Iori (Flames)
Post by: marchefelix on February 19, 2014, 01:39:32 AM
Really? Crouching B after first hit of rekka? That's crazy.

https://www.youtube.com/watch?v=KY71Gi1EwFU#t=17 (http://www.youtube.com/watch?v=KY71Gi1EwFU#t=17)
Title: Re: EX Iori (Flames)
Post by: Kane317 on March 13, 2014, 11:14:38 PM
Really? Crouching B after first hit of rekka? That's crazy.

I'm assuming you have to do the empty cancels.
Title: Re: EX Iori (Flames)
Post by: marchefelix on March 17, 2014, 05:14:09 AM
Really? Crouching B after first hit of rekka? That's crazy.

I'm assuming you have to do the empty cancels.

Is it even possible to use empty cancels like that?

But most importantly, what happened to you? You were absent for quite a while!
Title: Re: EX Iori (Flames)
Post by: Kane317 on March 17, 2014, 05:30:24 AM
Really? Crouching B after first hit of rekka? That's crazy.

I'm assuming you have to do the empty cancels.

Is it even possible to use empty cancels like that?

But most importantly, what happened to you? You were absent for quite a while!

I'll need to test it but it should work.   I remember seeing and old video of Flame doing 1 Rekka into d.C.

I've been lurking, just busy IRL but never stopped playing. :)
Title: Re: EX Iori (Flames)
Post by: Dark Chaotix on March 18, 2014, 02:30:13 PM
Really? Crouching B after first hit of rekka? That's crazy.

I'm assuming you have to do the empty cancels.

Is it even possible to use empty cancels like that?

But most importantly, what happened to you? You were absent for quite a while!

I'll need to test it but it should work.   I remember seeing and old video of Flame doing 1 Rekka into d.C.

I've been lurking, just busy IRL but never stopped playing. :)

It has been around since the game came out really. SNKP Iori combo at 5:19 ( https://www.youtube.com/watch?v=r03eAYlxgUA (https://www.youtube.com/watch?v=r03eAYlxgUA) ) shows him doing cC after 1 rekka a few times. They deplete the HD bar so they aren't doing the rekka cancel late. So what Leeanvan did with cB isn't really new, just different but still difficult.
Title: Re: EX Iori (Flames)
Post by: Persona on May 10, 2015, 06:05:35 PM
Some random tidbits about EX Iori:

- you can actually combo hcb BD after his C version rekkas. The rekkas need to hit from the air and when performed correctly, the third hit will hit late allowing time to combo. One of his trials actually has this.
- his Neo Max can OTG after a max cancel.
- the last hit of his Maiden Masher on counter hit has wallbounce properties but to only get that part to connect would need a special setup so it's pretty much impossible in a match.
- you can combo his command grab from forward A when performed late.
- you can cancel a super from his far A and far B (normally not special cancelable).
- whiffing a normal into his forward B can turn the attack into a cancelable normal. A simple example is getting the opponent stuck with his qcf AC and then far C (whiff) xx f B xx rekkas. I assume this might open up more combo options from his qcfx2 P juggles outside HD mode.
Title: Re: EX Iori (Flames)
Post by: AirLancer on May 10, 2015, 11:59:59 PM
Would the f+B still retain it's juggle properties even when canceled into though? If not it'd just air reset wouldn't it?
Title: Re: EX Iori (Flames)
Post by: Persona on May 11, 2015, 06:32:05 AM
Ah I tried it earlier and yeah it loses it. I have no idea why it loses it though since I don't recall ever having a similar situation like it before. So I guess it's useful only on the ground but not sure why someone would want to do it when they can just do a hard normal into a combo since the hard normal does the same damage as the forward B.

I guess it loses it because the juggle property is connected with the overhead property? Since canceling loses(?) the overhead effect.

If it did work, a combo that could have existed would be C xx dp A xx qcfx2 P (second hit connects), normal (whiff) xx f B xx qcb A xx qcb A xx empty cancel, f B, dp C.