The King of Fighters XIII/Iori Yagami

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File:Iori.png


Gameplay Overview

Gameplay Notes

Pros

Cons

Normals

Standing

Far Normals 4.png

st. A - A punch aimed at the stomach, simple poke and it's pretty fast but still nothing fancy

- Chain-able

- Hit Detection: High

- Damage: 30


st. B - A kick aimed at the mid section, good reach

- Chain-able

- Hit Detection: High

- Damage: 30


st. C - Scratching attack, goes a good distance

- Cancel-able

- Hit Detection: High

- Damage: 80


st. D - High kick, good range, can be used to punish whiffed moves

- Hit Detection: High

- Damage: 80


Close Normals 4.png

cl. A - Same as the far version except he's using his other hand now,

- Chain/Cancel-able

- Hit Detection: High

- Damage: 25


cl. B - Low kick, goes kinda far so use it to poke and possibly start combos

- Cancel-able

- Hit Detection: Low

- Damage: 30


cl. C - Upward claw attack, this will be your main combo starter

- Cancel-able

- Hit Detection: High

- Damage: 70


cl. D - High kick, go vertical reach so it can be used to stuff jump-ins

- Hit Detection: High

- Damage: 70

Crouching

Crouch Normals 4.png

cr. A - It's the same as his st. A except during a crouch

- Chain/Cancel-able

- Hit Detection: High

- Damage: 25


cr. B - A quick crouching kick, nice reach, use it to chain lights into combos

- Chain-able

- Hit Detection: Low

- Damage: 30


cr. C - Another upward claw attack, good vertical reach

- Cancel-able

- Hit Detection: High

- Damage: 70


cr. D - Crouching sweep, knocks standing opponents down when hit, really good reach but bad recovery

- Hit Detection: Low

- Damage: 80

Jumping

Jump Normals 4.png

j. A - jump light punch, just a quick hit in the air nothing much else

- Hit Detection: Mid

- Damage: 45(40)


j. B - jump light kick, has good horizontal reach

- Hit Detection: Mid

- Damage: 45(40)


j. C - Heavy punch in the air, short reach but good hitstun

- Hit Detection: Mid

- Damage: 72(70)


j. D - Good range, good for jump-ins

- Hit Detection: Mid

- Damage: 70(68)

Blowback Attack

CD 4.png

CD - A quick shoulder tackle, okay reach

- Whiff/Cancel-able

- Hit Detection: High

- Damage: 75


JCD 4.png

j. CD - Jump to two handed attack, knocks back opponents when done air to air

- Hit Detection: High

- Damage: 90(80)


GCCD 4.png

GCCD: Guard Cancel Blowback Attack

- Hit Detection: High

- Damage: 10

Throws

Sakahagi.png

Sakahagi = b/f + C/D close - A simple grab then scratch, pretty normal

- Can be broken

- Hit Detection: Close

- Damage: 100

Command Moves

Yumebiki.png

Yumebiki = f+A,A - Double claw attack, he does one hit but if you input the same motion again he'll do another claw attack

- Cancel-able

- Hit Detection: High

- Damage: 30+45


Geshiki Yuri Ori.png

Yuri Ori = b+B in air - An overhead kick attack, when timed right it crosses up on the opponent leaving them completely helpless

- Hit Detection: High

- Damage: 55


Geshiki Kui.png

Kui = df+C - An overhead haymaker, hits mid on standing opponents but it's an overhead on crouching opponents

- Cancel-able

- Hit Detection: Mid/High

- Damage: 70

Special Attacks

Nueuchi.png

Nueuchi = dp+P - An upward claw attack that extends from his hand, the weak version does one hit while the strong version does two, juggles opponents when used as an AA, drive/super cancel-able as soon as the hit registers


(EX) = dp+AC - Does more hits, faster start-up, and has complete invincibility making it extremely good to punish special attacks to DM's

- Drive/Super Cancel-able

- Hit Detection: High

- Damage: 60/75/65x3


Shogetsu.png

Shogetsu = qcb+P - A double claw attack that juggles the opponent, weak version does one hit, the strong version does two hits, both version can be drive/super canceled on hit


(EX) = qcb+AC - Has invincibility at start-up and knocks the opponent into the air slightly, does two hits

- Drive/Super Cancel-able

- Hit Detection: High

- Damage: 25+40/40x2/60+80


Akegarasu.png

Akegarasu.png = qcb+K - Forward claw slash attack, chips guard very well, weak version goes 1/3 screen while the strong version goes 3/4's of the screen


(EX) = qcb+BD - Invincibility at start-up and does an extra hit

- Drive/Super Cancel-able

- Hit Detection: High

- Damage: 60/70x2


Tsuchitsubaki.png

Tsuchitsubaki = hcf+P close - A command grab to slam, when the opponents hits the ground they bounce into the air (switching sides) for a possible combo follow-up


(EX) = hcf+AC - Launches the opponent very high into the air, long enough to combo afterward

- Hit Detection: Close

- Damage: 50

Desperation Moves

Maiden Masher.png

Maiden Masher = qcf hcb+P - Iori dashes across the screen and if he hits the opponent he does a long combo that mainly consists of scratches and it ends with one big slash, max cancel-able on the last hit


(EX) = qcf hcb+AC - More invincible/faster start-up and does more hits

- Max Cancel-able

- Hit Detection: High

- Damage: 0+8x12+12x5+120/0+10x3+16x8+150

Neomax

Yatagarasu.png

Yatagarasu = qcfx2+BD - Iori drags his hand on the ground then proceeds to do a very large claw slash to his opponent with a bloody, shadowy background, if it doesn't connect the range is still very horizontal and vertical but it does less damage depending on the distance between him and the opponent

- Hit Detection: High

- Damage: 80+80x5

Combos

(HD) - Activate Hyperdrive

(HDC) - Hyperdrive Cance

(DC) - Drive Cancel

(SC) - Super Cancel

(MC) - MAX Cancel

DMG - Damage

- cr.B, cr.A, dp Ax2, JD, qcf hcb P

- cr. B, dp Ax2, JD, qcf hcb P

- (corner) JD, st. C, f B, dp C, qcf C, dp A, JD, qcf hcb P

- JD, st. C, f B, dp C, dp A, JD, qcf hcb P

- st.C, f B, dp C, dp A×2, JD, qcf hcb P

- (close) hcb f AC, qcf C, dp Ax2, JD, qcf hcb P

- (close) hcb f AC, dp C, qcf C, dp A, JD, qcf hcb P

- dp AC, qcf C, dp Ax2, JD, qcf hcb P

- qcb AC (counter), st. C, f B, dp C, dp A, JD, qcf hcb P


HD Combos

- cr. Bx2, [HD] st. C, f B, dp C, (dp A, [HDC] qcf K, qcf C×1~2) dp A, JD, qcf hcb P

- cr. Bx2, [HD] st. C, f B, dp C,(dp A, [HDC] qcf K, qcf C×1~2) dp A, JD, qcf hcb P, [MC) qcb hcb BD

- st. C, f B, [HD] st. C, f B, dp C, (dp A, [HDC] qcf K, qcf C×1~2) dp A, JD, qcf hcb P

- JB, st. C, f B, [HD] st. C, f B, dp C, qcf C, dp A, [HDC] qcf K, qcf C×2, st. A, qcf hcb P, [MC) qcb hcb BD

Tips

- When Jump A, Jump D, or Jump CD hit successfully air-to-air you can follow with the qcf hcb P DM

- st. A, cl. D, and st. C when successfully used as an AA can also lead to the qcf hcb P DM as well

- qcf A when used as an AA can lead to dp A

- J CD and dp A on counter hit can lead to dp C

Miscellaneous

Character Sprite

File:Elisabethkofxii.gif

Colors

Colors 1.png

Other

Taunt 1.png

Taunt

Other Animations 1.png

First Row: Standing/Crouching/Evasive Roll

Second Row: Walking (forward/Walking (Backward)/Safe Roll

Third Row: Running/Back Step/Throw Break

Fourth Row: Standing Guard/Crouching Guard/Guard Crush

Fifth Row: Dizzy/Downed/Hyper Drive Activation

Last Row: Win Pose/Knock Out/Time Up Pose

Links & References

Technical Reference http://www.youtube.com/watch?v=vCabeLhO2_o