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Iori Yagami (Claws) (Arcade Version)

Started by nilcam, October 27, 2010, 05:00:03 PM

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Gravelneed

I'm still not sure what kind of character to consider Iori in XIII. KOF, everyone can be a rushsdown character technically. So, I'll leave that out of the picture. Would it be right to consider Iori a frametrap character? If that makes any sense.

MUSOLINI

not as much as in older kofs but he still can be used like that to a degree i guess. at least from the looks of it.
In the end, there can only be XIII.

http://www.youtube.com/watch?v=1p0XsEizwHA

Still mo sweet Chariots, keep on swingin'!

ZeWickedOreo

#32
I hope they still keep this as an option in the next kof even after he gets his flames baaack.

EDIT: don't know if anybody noticed but, in iori's commandlist here it should be qcfx2  ;b +  ;d not  ;b/ ;d right? :)

Please refrain from double posting -Kane317
BUCK UP, BRUH! :>

iamGab

Kane317

Quote from: ZeWickedOreo on August 04, 2011, 10:19:49 AM
I hope they still keep this as an option in the next kof even after he gets his flames baaack.

EDIT don't know if anybody noticed but, in iori's commandlist here it should be qcfx2  ;b;d not  ;b/ ;d right? :)

Good eye, ZeWickedOreo, I've corrected the typo.

darkTown2

#34
how big of a buff is the ability to do  ;df ;c after a command grab. does it do more damage than dp + p into DM or any other variations of the combo?
psn: darkTown2
kof 13: kyo,iori,k'

SAB-CA

As Kane pointed out in the Console edition thread, it should give him a good, solid way to start HD off that particular situation. I'm sure he could have done it another way before , but having it work so close to the ground seems likd a great bonus to him for him, as it should make it easier to set the opponent into a "controllable" juggle state.

I think it's a smart change too, as it gives the normal more reason to exist. It wasn't all THAT useful in the past, and that's kinda odd for something they took the time to animate as a new move.

darkTown2

Quote from: SAB-CA on October 24, 2011, 12:19:46 AM
As Kane pointed out in the Console edition thread, it should give him a good, solid way to start HD off that particular situation. I'm sure he could have done it another way before , but having it work so close to the ground seems likd a great bonus to him for him, as it should make it easier to set the opponent into a "controllable" juggle state.

I think it's a smart change too, as it gives the normal more reason to exist. It wasn't all THAT useful in the past, and that's kinda odd for something they took the time to animate as a new move.
thanks
That makes the buff seem quite a bit clearer; i wouldn't have thought about using it in a HD combo since as you said it isn't used often. 
psn: darkTown2
kof 13: kyo,iori,k'

t3h mAsTarOth...!

so i'm thinking that hitting an opponent with d/f+C in the air now puts them in a further juggling state... as Iori doesn't have any ultimate juggle moves as far as i know... this will definitely make HD easier...
KOFXIII - Raiden, Billy, Mai, Karate, Kim, Ralf, Ryo, Robert

SC 1-5 - Astaroth

SaMsTarOth t3h mAsTarOth of AsTarOth...!

CharREX

QuoteFierce Akegarasu (qcb+K) has shorter recovery when blocked. Can’t be punished with normal moves.

Does anyone know if "Fierce" = D version only?
Undefeated online KOF player.

Aenthin

Quote from: CharREX on October 26, 2011, 12:59:37 PM
QuoteFierce Akegarasu (qcb+K) has shorter recovery when blocked. Can’t be punished with normal moves.

Does anyone know if "Fierce" = D version only?


Yep

darkTown2

Quote from: CharREX on October 26, 2011, 12:59:37 PM
QuoteFierce Akegarasu (qcb+K) has shorter recovery when blocked. Can’t be punished with normal moves.

Does anyone know if "Fierce" = D version only?

yeah :)... when you see the term fierce normally apply it to the strong version of that move. 
psn: darkTown2
kof 13: kyo,iori,k'

Kane317

First page updated with console changes.

---

* Geshiki Kui (df + C) has a larger hitbox than before. Easier to attack opponent from his command throw.
* Fierce Shogetsu (qcb+P) moves more forward. It combos in most situations after close C> Yumebiki(forward + A A).
* Yaotome (including EX) can’t be saferolled after it hits.
* EX Shogetsu’s invinciblity has been taken out. However, he’s still invincible on his legs.
- Fierce Akegarasu (qcb+K) has shorter recovery when blocked. Can’t be punished with normal moves.

Producer Yamamoto says:
With Fierce Shogetsu’s longer reach and Fierce Akegarasu’s shorter recovery, it’s easier to do strings and combos. His Yaotome can’t be saferolled so attacking on wakeups may become important. With his EX Akegarasu’s projectile invincibility and EX Yaotome’s long invincibility, we’ve designed him to be playable in a different style from Flame Iori. Enjoy this Claw Iori that’s a bit different from the arcade version.

davidkong07

yo guys, phoenixnl on SRK found this glitch:

Iori Overhead Glitch


what do you guys think?
In it to win it!

Kane317

Quote from: davidkong07 on November 19, 2011, 11:08:55 PM
yo guys, phoenixnl on SRK found this glitch:

Iori Overhead Glitch


what do you guys think?

Kunio, #17, explained to us when he first came to visit that this glitch is pretty prevalent in the arcade edition and it's actually a staple part of the gameplay for Japanese players (lol).  Although this is Iori specific, and slightly different, the only one was whenever the opponent is waking up with his back turned, certain standing attacks were overheads (such as Duo Lon's famous mixups etc.)

As far as I know, this is not in the console edition.

darkTown2

that really sucks for iori in arcade.

i really hope it isn't in console.
psn: darkTown2
kof 13: kyo,iori,k'