Dream Cancel Forum

King of Fighters XIII => Character Discussion => Ex Iori (Flame) => Topic started by: krazykone123 on July 29, 2011, 04:25:26 PM

Title: Iori (Flames) (Pre-release)
Post by: krazykone123 on July 29, 2011, 04:25:26 PM
(http://i520.photobucket.com/albums/w322/YaigaMamire/Iori98.png)


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 ;qcb + ;a/ ;c
>Saika - ;qcf x4 +  ;a ;c

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


NEOMAX

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


===============================

Let's talk combos, theory fighter, and why Iori players shouldn't be sour anymore. Speculate your asses off people, will edit more info in when possible. And just a quick reminder he's
(http://i520.photobucket.com/albums/w322/YaigaMamire/IoriDLC.png)
Title: Re: Iori (Flames)
Post by: Aenthin on July 29, 2011, 06:11:07 PM
(qcf 2x) + P doesnt seem to be Hana at all--Hana has the same "style number" as Saika. This one has the hirakana "gi" at the end so it's definitely not Hana. It might be his LDM in 2003/XI but of course, this is pure speculation.

His Neomax is En'ou though.

---

Apart from that, all we can really say is that he would most likely still have his usual combos. One thing I could see him do though is cancel qcf+P into Ya Otome. Another speculation is that, if he has hcb+K, he could probably do his 2k2 UM MAX combo of (hcb+K (1 hit) > dp+C (2hits) x2 or so.
Title: Re: Iori (Flames)
Post by: MUSOLINI on July 29, 2011, 06:35:03 PM
add his  ;fd ;df ;dn ;db ;bk K into his moveslist. i wonder how his scumgale throw works if this version has it. push them to other side ot slam them to the ground and juggle on.
Title: Re: Iori (Flames)
Post by: Delta on July 29, 2011, 07:29:59 PM
It's basically Iori 2002 with his 2000 DM. You can see all of his moves and DM and NeoMax in the Atlus page (character section, click on the move name):

http://www.atlus.com/kofxiii/ (http://www.atlus.com/kofxiii/)
Title: Re: Iori (Flames)
Post by: marchefelix on July 29, 2011, 10:30:02 PM
Do you guys think once people get this version of Iori, they will stop playing as flameless Iori?

I know I will! (Just kidding, I'm willing to try both versions out)
Title: Re: Iori (Flames)
Post by: Aenthin on July 30, 2011, 03:11:31 AM
What I wonder is if you would be able to use both Yagamis at the same time or just one at a time like Kyo and EX Kyo in XI.

Also, apparently, they renamed Enou to Homurahotogi. It still looks like Enou though.

And sweet! Yamisogi is back (though I was wishing he'd also have Saku Tsumagushi back). I wonder if it still has its old properties like being able to negate projectiles or not continuing into Hana if the first hit doesn't connect. Judging by Atlus' website, it does have a vacuum property on the first hit.
Title: Re: Iori (Flames)
Post by: UltimaOriginal on July 30, 2011, 01:01:19 PM
What I wonder is if you would be able to use both Yagamis at the same time or just one at a time like Kyo and EX Kyo in XI.

Also, apparently, they renamed Enou to Homurahotogi. It still looks like Enou though.

And sweet! Yamisogi is back (though I was wishing he'd also have Saku Tsumagushi back). I wonder if it still has its old properties like being able to negate projectiles or not continuing into Hana if the first hit doesn't connect. Judging by Atlus' website, it does have a vacuum property on the first hit.

I think EX Iori won't have his own slot on char select screen. It will be like Orochi team in 2k2UM.
Plus, his name is red in battle.
Title: Re: Iori (Flames)
Post by: t3h mAsTarOth...! on July 30, 2011, 02:27:52 PM
Do you guys think once people get this version of Iori, they will stop playing as flameless Iori?

I know I will! (Just kidding, I'm willing to try both versions out)
been playing the new Iori... as cool as he is... once i get my hands on Iori'98, screw new Iori... Classic Iori all the way...
Title: Re: Iori (Flames)
Post by: krazykone123 on July 30, 2011, 05:00:39 PM
Since he's Iori 2002UM with more options I wonder if he'll have his character specific combo starters like

- cl.B, cl.C
- >Dash cl.A, Scum Gale loop

Still waiting for those Yumebik/Yuri Ori commands again, I see could him having an EX version everything except for Yamisogi and Saika.

EX Oniyaki = Vacuum effect
Kuzukaze = Faster/Invincible start-up
Aoihana = 5 reps instead of 3 a la Mature
EX Ya Otome = See the other Iori
Title: Re: Iori (Flames)
Post by: SolidSonicTH on August 02, 2011, 12:25:37 AM
I still like slasher Iori more than Iori '98 (Iori '98 still has the facade that he's a mid-range fighter with his projectile whereas slasher Iori is 100% in your face, which is really how Iori in general is meant to be played).

However, I'm pretty acclimated to Iori '98 anyway (he's the first SNK character I really learned how to use, actually, back when I was playing CvS2) so I'll probably use him if I want to rack up an easy win.
Title: Re: Iori (Flames)
Post by: UltimaOriginal on August 02, 2011, 03:04:27 AM
In my opinion, he will be dangerous in HD. Probably, he wiil have juggle in the corner with his rekka.
But overall, he is not such rushdown like Slash Iori.
Title: Re: Iori (Flames)
Post by: Rex Dart on August 21, 2011, 11:42:55 AM
Just curious, but do we know what command normals EX Iori will get? f+A,A and his cross-up kick seem obvious, but I wonder if he'll keep new Iori's df+C move. It's a great move, so I hope he keeps it. As an alternative, they could give him his old f+B, but I don't think it's as cool.

I'm hoping his EX fireball works similarly to his old freeze-fireball DM from 98, 2003 and a few other KOFs. Can never remember its name. Goblet of the something something? It would be a nice break from all the EX projectiles that are simply faster and more damaging.
Title: Re: Iori (Flames)
Post by: Aenthin on August 21, 2011, 12:04:10 PM
Just curious, but do we know what command normals EX Iori will get? f+A,A and his cross-up kick seem obvious, but I wonder if he'll keep new Iori's df+C move. It's a great move, so I hope he keeps it. As an alternative, they could give him his old f+B, but I don't think it's as cool.

I'm hoping his EX fireball works similarly to his old freeze-fireball DM from 98, 2003 and a few other KOFs. Can never remember its name. Goblet of the something something? It would be a nice break from all the EX projectiles that are simply faster and more damaging.

Ya Sakazuki (Eight Wine Cups)

As shown in the video thread earlier, his EX Oniyaki is basically Orochi Iori's Oni Honou from CvS.
Title: Re: Iori (Flames)
Post by: Rex Dart on August 21, 2011, 10:20:18 PM
I wasn't talking about his Oniyaki. I meant his Yami Barai (qcf+P) fireball.
Title: Re: Iori (Flames)
Post by: Aenthin on August 22, 2011, 10:27:58 AM
Just curious, but do we know what command normals EX Iori will get? f+A,A and his cross-up kick seem obvious, but I wonder if he'll keep new Iori's df+C move. It's a great move, so I hope he keeps it. As an alternative, they could give him his old f+B, but I don't think it's as cool.

I'm hoping his EX fireball works similarly to his old freeze-fireball DM from 98, 2003 and a few other KOFs. Can never remember its name. Goblet of the something something? It would be a nice break from all the EX projectiles that are simply faster and more damaging.

Ya Sakazuki (Eight Wine Cups)

As shown in the video thread earlier, his EX Oniyaki is basically Orochi Iori's Oni Honou from CvS.

Read again. The bit about EX Oniyaki was unrelated to the quote.
Title: Re: Iori (Flames)
Post by: Rex Dart on August 22, 2011, 11:19:04 AM
Okay, wasn't sure if those two lines were connected or not.

It would have been an understandable mistake, since Oniyaki is sometimes (oddly) translated as "fireball" in English. Thought you might have misunderstood which EX move I was talking about.
Title: Re: Iori (Flames)
Post by: Aenthin on August 22, 2011, 02:33:15 PM
Okay, wasn't sure if those two lines were connected or not.

It would have been an understandable mistake, since Oniyaki is sometimes (oddly) translated as "fireball" in English. Thought you might have misunderstood which EX move I was talking about.

Oh? That's weird, considering how Oniyaki never looked anything like a fireball. Granted, I'm not exactly sure how they got the name Maiden Masher anyway since the direct translation for Ya Otome is just Eight Maidens...meh. I preferred Japanese move names anyway.
Title: Re: Iori (Flames)
Post by: C 3 on August 22, 2011, 09:21:17 PM
So, flame iori's 2-part DM is a substitute for an EX DM? or does he just not have an EX DM?
Title: Re: Iori (Flames)
Post by: SolidSonicTH on August 23, 2011, 03:16:49 AM
Non-strategy question: is his winning pose the laugh?
Title: Re: Iori (Flames)
Post by: Bloom of the Wolf on August 23, 2011, 05:23:06 AM
So, flame iori's 2-part DM is a substitute for an EX DM? or does he just not have an EX DM?

if, by 2 part DM, you mean ya otome (maiden masher) into its follow up, saika (QCFx4 +AC), then i do believe there is an EX version. i think EX maiden masher is the more powerful version of it from kof 2000 where he has the opponent get blown up multiple times before letting go of them. i think it was at the very end of the promotion trailer that revealed the existence of iori with flames as dlc in kof xiii, second clip right after he does saika. you can compare that clip with the one of ya otome from the the atlus site where does a non-EX version and only holds the opponent for one explosion.

or maybe im just wrong, in which case i'll stay free.
Title: Re: Iori (Flames)
Post by: Aenthin on August 24, 2011, 05:22:32 PM
I think so too, except it's not the same as KoF 2000's where he makes his opponents explode multiple times. Rather, like the one at the end of the trailer, he emits flames while slashing his opponents. What I want to know, however, is if he could follow Saika up after the EX DM version.
Title: Re: Iori (Flames)
Post by: Bloom of the Wolf on September 10, 2011, 10:34:15 AM
http://game.snkplaymore.co.jp/official/kof-xiii/blog/archives/2011/09/post_41.html (http://game.snkplaymore.co.jp/official/kof-xiii/blog/archives/2011/09/post_41.html)


pictures 3 & 4 show that not only does "Iori with the power of Flames" have a trial mode, but it also shows that
1) he can combo close st.B and close st.C like in Kof XI
AND
2) he can cancel into rekkas/super after just the first hit of Yumebiki (f+A).

it also shows that Saika is still QCF(x4) + AC but we already knew that. still nothing pointing towards a Saika followup to an EX Ya Otome. as for the EX super itself, aside from adding little explosions to the slashes and adding more explosions to the end, i meant that i don't really see much difference between this and the 2000 version and as such they are very similar. even the slashes before the explosion are the same (as they are in every game but flameless Iori's EX super has a few reused added hits at least).
Title: Re: Iori (Flames)
Post by: SAB-CA on September 10, 2011, 12:48:20 PM
Non-strategy question: is his winning pose the laugh?

Reports from JP playtesting said he has the laugh as his winpose.
Title: Re: Iori (Flames)
Post by: Mazinkaiser on September 10, 2011, 02:39:23 PM
1) he can combo close st.B and close st.C like in Kof XI

the difference from XI is maybe this could be a tought link, in the image iori user fail after lk and takuma block xD
Title: Re: Iori (Flames)
Post by: MUSOLINI on September 10, 2011, 05:37:17 PM
So, flame iori's 2-part DM is a substitute for an EX DM? or does he just not have an EX DM?

i think the way you use it is fordamage purposes.for instance, if you combo and end the combo with a special move you cant cancel into his neomax. unless the combo allows you to  juggle into  it. the way you can still get you  damage in when you do have 3 bars and a dc bar is to cancel the special into the exdm into saika. this is perfect when  you do have 3 bars but not a full dc meter. finishing a  combo with exdm into saika should do around NM damage, or who knows, even more? besides his neomaxpretty much sucks, so EXDM into saika combos will be more for me. however in hdmode where neomax cost only 2 bars, you can keep hd cancelling and  end the combo  in EXDM, end it  with saika and if possibllecancel the saika into neomax. should do huge damage. also his NM seemed really fast,so itmight actually be usefull as apunish, even moe so if it has invicibillety.
Title: Re: Iori (Flames)
Post by: Bloom of the Wolf on September 11, 2011, 12:01:58 AM
while i do agree that Saika will be a great way for getting a bit of extra damage at the end of HD combos when you don't have meter to blow on NeoMAX/when you've run out of HD bar already and can't MAX cancel his DM, i don't think that even an EX "8 Maidens" followed up by Saika would be close to the damage given by just straight up DMxxNeoMAX or even straight up NM. though at this point i'm actually start to doubt the existence of EXDM>Saika.

and so far i would not say his NM sucks at all. from all the information we have (which isn't much at all), it appears just about as good as Yatagarasu. it does slightly better than damage than a good portion of the other NeoMAXs in the game and has relatively fast start up so even though we don't know things like the range of the area it can grab when cancelled into, whether or not it has a vacuum effect to it, as long as they didn't put some sort of ridiculous restriction on it, i don't think it should be summarily dismissed as "bad" especially when we don't really have any real info on it. moreover, i think, while looking at it without hard facts and making an assumption, it would be easier to assume that this move, with its quick startup and the prospect of possible invulnerability being a NeoMAX, just might be godlike as a punish for just about anything within a certain range in the same way as Andy's.
Title: Re: Iori (Flames)
Post by: MUSOLINI on September 11, 2011, 08:32:17 PM
hold up, eyeah. thanx nate.

i was talking about ioris NM being ass in the way it looks. i never  said it was shit from a gameplay standpoint.
Title: Re: Iori (Flames)
Post by: milesw on October 29, 2011, 01:10:47 AM
EXDP Supa 98 Iori MCM Expo Combo Messabout (http://www.youtube.com/watch?v=mGQdl96GSyk#ws)

new gameplay footage of Iori

Title: Re: Iori (Flames)
Post by: BiGGDaddyCane on October 29, 2011, 02:15:10 AM
Snip
new gameplay footage of Iori

[spoiler]
As kiddish as this picture is lol
(http://i1237.photobucket.com/albums/ff470/KOF_Polo/Etc/90726_Bob_Esponja-234x300copy.jpg)
[/spoiler]

Lol all jokes aside i cant wait to main the Classic Yagami team. Probably swap some people out now and then for Billy or someone else. But yea im definitely maining '96 Yagami Team. Good shit on the vid.
Title: Re: Iori (Flames)
Post by: darkTown2 on October 29, 2011, 02:36:39 AM
the sencond ex rekka pops the character up?
if so thats pretty cool, since you wouldn't normally consider that for a rekka-type move.
Title: Re: Iori (Flames)
Post by: SolidSonicTH on October 29, 2011, 05:17:06 PM
Interesting how Iori's wearing his new color palette there.

Might be interesting to have Iori 98 and slasher Iori face each other with flipped palettes.
Title: Re: Iori (Flames)
Post by: OverHeat on October 29, 2011, 09:39:33 PM
I didn't want to make a separate thread for this, and this thread seems like the best place to ask.
Does anyone know what the tournament value of Iori of the Flames or any DLC character will be?
Will they be insta-banned because they are DLC characters?
Will they be judged on their own merits?
Just curious if any of you folks have heard anything regarding this. So long as the characters aren't broke, it would be nice to expand the roster.
I play with mainly tournament minded players and I am the "KoF Guy", so I'd really be interested in knowing what the 411 is with the DLC characters.
I'll still be buying him, btw.  ;)
Title: Re: Iori (Flames)
Post by: darkTown2 on October 29, 2011, 09:55:48 PM
i believe in the last podcast to explain character changes when they were describing how good claw iori is they said that flame iori isn't much better so there isn't any reason for him to be banned he shouldn't be OP. however since he is a DLC character he probably won't be in most tournaments if they didn't buy the dlc.
Title: Re: Iori (Flames)
Post by: Demoninja on October 29, 2011, 10:20:18 PM
If TO's follow other games then DLC characters will be bought and allowed in tournament unless they are straight broken.
Title: Re: Iori (Flames)
Post by: OverHeat on October 30, 2011, 12:53:15 AM
Thanks a lot for the help guys.  :)
Title: Re: Iori (Flames)
Post by: SolidSonicTH on October 30, 2011, 02:20:33 AM
If TO's follow other games then DLC characters will be bought and allowed in tournament unless they are straight broken.

I hope the DLC characters are allowed. I've grown to like slasher Iori more but there's no doubt that I'm considerably better with punch chain Kyo.
Title: Re: Iori (Flames)
Post by: OverHeat on October 30, 2011, 05:22:20 AM

I hope the DLC characters are allowed. I've grown to like slasher Iori more but there's no doubt that I'm considerably better with punch chain Kyo.

This. I like fireball Kyo, but I have spent more time playing KoF'98 than any of the others. In that game Kyo quickly rose to become one of my two favorite characters to round out my team.

Staying in topic for this thread, I have a friend who will be SORELY upset if Iori of the Flame is banned. He was giddy with the announcement.
Title: Re: Iori (Flames)
Post by: Saitsuofleaves on October 30, 2011, 05:34:43 AM

I hope the DLC characters are allowed. I've grown to like slasher Iori more but there's no doubt that I'm considerably better with punch chain Kyo.

This. I like fireball Kyo, but I have spent more time playing KoF'98 than any of the others. In that game Kyo quickly rose to become one of my two favorite characters to round out my team.

Staying in topic for this thread, I have a friend who will be SORELY upset if Iori of the Flame is banned. He was giddy with the announcement.

No way will he be banned, and it's likely the others won't be either.

Only time it ever happens is through 3 reasons. 

One, the character is unbelievably broken, something which we wouldn't know for months anyway.

Two, the character is released very shortly before a major tournament, but they wouldn't enact this rule until the game is digested more to where people understand the matchups better to begin with.

Three, the DLC is console exclusive, which we know isn't true.
Title: Re: Iori (Flames)
Post by: t3h mAsTarOth...! on October 30, 2011, 02:48:08 PM
umm we are talking about Classic Iori Yagami here... if he is banned, then the game shouldn't even be played... lol...

looking at the videos posted about him... he doesn't look overly strong...

- ex rekka (first 2 hits) does shit damage... don't see me using it much unless it's invincible...
- ex shoryu however looks promising... massive range and good damage...
- ex fireball is awesome... hopefully it overrides regular projectiles...
- ex hcb.D or regular hcb.D... will this move forever be worthless besides HD mode? hopefully not...
- Neomax looks siiiiiick... hopefully it's completely invincible AND catches opponents in the air...
Title: Re: Iori (Flames)
Post by: SAB-CA on November 01, 2011, 05:28:00 PM
Just wanted to point out that Cristina gave a pretty nice in-depth look at ShinyPurpleIori over on Orochinagi (and Neoempire... but I'm linking the ON version): http://orochinagi.com/forums/viewtopic.php?f=78&t=3359&p=77509#p77509 (http://orochinagi.com/forums/viewtopic.php?f=78&t=3359&p=77509#p77509)

Cristina makes Iori sound very well-balanced, overall. For all of the above-average damage the purple flame emits, it seems like Iori pays for it by being more punishable than ever. Interesting...
Title: Re: Iori (Flames)
Post by: Saitsuofleaves on November 03, 2011, 01:08:10 AM
Cristina is blowing up people with EX Iori.  Hop j.b.B is just so fucking dirty.
Title: Re: Iori (Flames)
Post by: tastylumpia on November 03, 2011, 10:46:00 PM
So basically, lots of his moves are more punishable, the crossup B is godlike and his damage output is respectable...

Good character but not OP.
Title: Re: Iori (Flames)
Post by: Running Wild on November 03, 2011, 11:50:27 PM
Hop j.b.B is just so fucking dirty.

That's Iori in every KOF game ever.
Title: Re: Iori (Flames)
Post by: Saitsuofleaves on November 04, 2011, 12:20:44 AM
Hop j.b.B is just so fucking dirty.

That's Iori in every KOF game ever.

>_> Doesn't make it any less dirty in this game.
Title: Re: Iori (Flames)
Post by: PureYeti on November 04, 2011, 12:25:29 AM
It's still the same
Title: Re: Iori (Flames)
Post by: Saitsuofleaves on November 04, 2011, 12:27:24 AM
Though the hitstun seems a lot more deceptive than before.  But meh, I don't know crap.

Just hope he evolves further than random hop in move into cl.C into Rekkas.
Title: Re: Iori (Flames)
Post by: SAB-CA on November 04, 2011, 12:30:57 AM
So while it's on the table, is his hopping j.b.B crossup any different on Claw Iori? Does Claw's start up slower / require a higher jump / something? And for that matter, Robert's new Wallkick crossup is also very similiar... yet, in comparision, I barely see eiter of those 2 get as much use out of them as Cristina, who was using it more in line with what I've personally fought of Iori's in older KoFs.

Though the hitstun seems a lot more deceptive than before.  But meh, I don't know crap.

Just hope he evolves further than random hop in move into cl.C into Rekkas.

Really, if that's all we get out of him, might have well left him out, and just put NESTS Kyo by himself! :)

He looks like a combo-potential beast to me. He'll probably have to use different moves entirely, depending on if he wants to maxamize the efficiency of his meter useage.

Oh, and really wonder what EX Scumgale will be. A Damaging grapple? Simply better range? An attack rather than a throw, allowing it to combo easier?
Title: Re: Iori (Flames)
Post by: Rex Dart on November 04, 2011, 02:22:14 AM
So while it's on the table, is his hopping j.b.B crossup any different on Claw Iori? Does Claw's start up slower / require a higher jump / something? And for that matter, Robert's new Wallkick crossup is also very similiar... yet, in comparision, I barely see eiter of those 2 get as much use out of them as Cristina, who was using it more in line with what I've personally fought of Iori's in older KoFs.

The report I read suggested that Flame Iori's j4B (<-- I like that shortcut for it) has a bigger hitbox. Claimed it even hit Iori during his crB. But don't know if that's confirmed or not. It certainly looks like the same move.

To answer your question, I think that was partly due to Cristina's style of play, and partly because Flame Iori is just so much better at scoring hard knockdowns (those rekkas, hcb+K). This gives him much more opportunity to position his jump-ins and cross-ups than Claw Iori. Flame Iori also has projectiles to help keep his opponent where he wants them.

So, I mainly attribute it to play-style, rather than move properties. But it could very well be both.

(I don't really know about Robert. Although he can do his cross-up kick outside of a wall-jump, just fyi.)
Title: Re: Iori (Flames)
Post by: milesw on November 04, 2011, 04:26:50 AM
Floor hit technology with 98 Iori (http://www.youtube.com/watch?v=yYgpsURD1k4#ws)

 :(
Title: Re: Iori (Flames)
Post by: CharREX on November 04, 2011, 04:37:20 AM
Floor hit technology with 98 Iori
 :(

Don't think that will work if they tech. (Like Daimon's ground grab?)
Title: Re: Iori (Flames)
Post by: Bloom of the Wolf on November 04, 2011, 07:34:52 AM
So while it's on the table, is his hopping j.b.B crossup any different on Claw Iori? Does Claw's start up slower / require a higher jump / something? And for that matter, Robert's new Wallkick crossup is also very similiar... yet, in comparision, I barely see eiter of those 2 get as much use out of them as Cristina, who was using it more in line with what I've personally fought of Iori's in older KoFs.

Though the hitstun seems a lot more deceptive than before.  But meh, I don't know crap.

Just hope he evolves further than random hop in move into cl.C into Rekkas.

Really, if that's all we get out of him, might have well left him out, and just put NESTS Kyo by himself! :)

He looks like a combo-potential beast to me. He'll probably have to use different moves entirely, depending on if he wants to maxamize the efficiency of his meter useage.

Oh, and really wonder what EX Scumgale will be. A Damaging grapple? Simply better range? An attack rather than a throw, allowing it to combo easier?


Iori has never been reduced to simply random hop attack>cl.5C>rekkas and I sincerely doubt he ever will be. Why would he even have command normals (one of which is an amazing crossup), a command throw, supers, and now an EX movelist+HD mode?? In this game he even has cl.5B which "links" into cl.5C like in KOF XI as we've seen from the trial mode pre-game release preview screens.

And I'd probably put my money on EX Scum Gale being a 1-Frame command throw, maybe with better range/longer hitstun, as tends to be the trend.

Also, someone noted earlier that EX Rekkas(2) launched the opponent. 2nd hit of any of Iori's Rekka series always does this.

Floor hit technology with 98 Iori
 :(

Don't think that will work if they tech. (Like Daimon's ground grab?)

Pretty sure Iori's Rekkakens have rarely ever(never outside of like CVS2) been a techable down. Though Oniyaki and Ya Otome probably are. It seems a nice way to tack on a bit of extra damage to the end of a quick confirm in the corner, but I wonder if it'll work midscreen. Normally, I wouldn't be concerned but the slight distance away from the opponent after a midscreen Aoihana (x3) combined with the way the player had trouble with landing the EX Kototsuki after super...

Anyway, has anyone had a chance to breakdown the frontpage vid yet? Just skimming through extremely quickly I noticed that Scum Gale is still comboable from normals and such.
Maybe we'll see classic Iori's cl.5A or B>Kuzukaze into some really cool HD combos or get some Claw Iori type combos off of things like: cl.5B>cl.5C>Kototsuki>(Drivecancelled into) EX Command Grab>Dash>etc.

EDIT: Just saw EX Kototsuki's lack of a run beforehand and realized it might be like Kyo's and just become a 1-frame command throw after being EX'd. Would they give him two command throws when one is already so good? Maybe it's a quick overhead/OTG move? It fails a few times after the player tries it after 6A but seeing as the dummy takes no chip, I'm assuming it just whiff's after falling into an area outside of regular grab-ability and regular hit-into-hit combo-ability.


I'm actually really hyped for the character. He stills seems to have that complete solidness to him that made him work so well in the other installments plus a system that supports some extremely damaging meter options for simply opening the opponent up (which I feel he's rarely ever had a problem doing despite his somewhat linear gameplan).
Title: Re: Iori (Flames)
Post by: Atb_555 on November 04, 2011, 08:46:29 AM
Just to clarify a couple of things:

- j.4.B can hit crouchers even if you small jump with it
- his EX hcb + K has upper body invincibility
- his EX scum gale has invincibility but I was able hit EX Iori on the head during a jump in or the invincibility is not that long.  We were trying to test it out but the tourney started soon after
- It doesn't feel like you can delay his rekkas either again didn't have enough time to experiment
- His neomax can't be used as an AA and is unblockable but whiffs if the opponent jumps
Title: Re: Iori (Flames)
Post by: DJMirror949 on November 04, 2011, 06:50:13 PM
SPECIAL: KOF XIII 98' Iori combo tutorial - Purple Flame Iori. Burn Baby Burn (http://www.youtube.com/watch?v=mbY3K0sdbiY#ws)
Title: Re: Iori (Flames)
Post by: darkTown2 on November 05, 2011, 03:37:42 AM
Just to clarify a couple of things:

- j.4.B can hit crouchers even if you small jump with it
- his EX hcb + K has upper body invincibility
- his EX scum gale has invincibility but I was able hit EX Iori on the head during a jump in or the invincibility is not that long.  We were trying to test it out but the tourney started soon after
- It doesn't feel like you can delay his rekkas either again didn't have enough time to experiment
- His neomax can't be used as an AA and is unblockable but whiffs if the opponent jumps

 were you at least able to do the rekkas at a slow pace?
Title: Re: Iori (Flames)
Post by: tastylumpia on November 05, 2011, 07:05:53 AM
Just to clarify, does anyone know when Iori (flames) is actually going to be released? Does he come with the disk, or is he DLC later on?

Also, kind of related, does anyone have any high level footage of classic Iori in action? Like from 2k2 or '98. I already have a good idea how to play him (simple solid mixup and rushdown) but I want to see how the best players utilize his tools.
Title: Re: Iori (Flames)
Post by: Aenthin on November 05, 2011, 08:03:25 AM
To quote my reply on the DC front page regarding EX Kototsuki:

Quote
About 100 damage on the Aoi Hana combo. Around 75 damage after Ya Otome which means it’s highly susceptible to damage scaling. Yeah, it looks kinda small, but the first combo (cl.C, Aoi Hana, EX Kototsuki) is actually slightly more damaging than cr.C > Ya Otome, which actually makes it a better choice for a 1 meter, 0% drive combo.
Title: Re: Iori (Flames)
Post by: CharREX on November 05, 2011, 09:44:36 AM
Also, kind of related, does anyone have any high level footage of classic Iori in action? Like from 2k2 or '98. I already have a good idea how to play him (simple solid mixup and rushdown) but I want to see how the best players utilize his tools.

[spoiler]http://www.youtube.com/watch?v=YQ-Q30281-A&feature=related[/spoiler]
Title: Re: Iori (Flames)
Post by: darkTown2 on November 05, 2011, 06:14:15 PM
Just to clarify, does anyone know when Iori (flames) is actually going to be released? Does he come with the disk, or is he DLC later on?

Also, kind of related, does anyone have any high level footage of classic Iori in action? Like from 2k2 or '98. I already have a good idea how to play him (simple solid mixup and rushdown) but I want to see how the best players utilize his tools.
iori will be DLC and the japan pre order supposedly comes with a code for him to download, so i'm guessing that sometime from the Japan release date or a little further on is when he will be available.

on smoai2010's channel on youtube there is quite a bit of kof play from 98 and 2002; although you'll find a lot more iori players in 98
Title: Re: Iori (Flames)
Post by: t3h mAsTarOth...! on November 06, 2011, 04:14:45 PM
I call "furame Eeori" best battery in the game besides Andy, Kyo, K'...
Title: Re: Iori (Flames)
Post by: BioBooster on November 07, 2011, 07:57:10 AM
Cristina's review of furame eeori, has abated some of my fears of him being broken. Sounds like he'll require smart play to use effectively based on some of the things said about recovery time on his moves, etc.

All of his rekkas being punishable will be a first in the series, guess we can't play him like we did. Hopefully they are still delayable.

I really like the fact that his EX 212-Shiki Kototsuki (HCB+K) can be used on opponents on the ground. He joins the ranks of Goro/Clark who are the only other characters I think that do anything against grounded opponents. In Iori's case, it's nice that he doesn't have to cancel into it.  Wonder if his NM can do the same?? O.o

I'm wondering how effective he'll be without meter...

Anyways, looks as if he'll fit in fine balance-wise.
Title: Re: Iori (Flames)
Post by: tastylumpia on November 07, 2011, 09:45:59 AM
Not broken... :(

Punishable rekkas means no Fei Long bull shit.

Can't wait for the legion of old school/fanboy Iori players.
Title: Re: Iori (Flames)
Post by: BioBooster on November 07, 2011, 10:53:46 AM
Actually, this might be one of the first times I might consider putting him on one of my main teams, hehheh. I classically hadn't because i felt he was too strong (and too popular) in previous renditions and always sided with his underdog rival, Kyo instead. (will def be using EX Kyo :} )

I'm sure Iori, will still find some really good damage output combos, but will be a whole different game with the change in his rekkas. At least he still has lots of easy hit confirms.

I'd be pretty interested in seeing some flame vs claw matchups.
Title: Re: Iori (Flames)
Post by: xZEPPELIx on November 18, 2011, 10:54:05 PM
Does Ya Otome > Saika do more dmg than EX Ya Otome?
Title: Re: Iori (Flames)
Post by: darkTown2 on November 18, 2011, 10:59:59 PM
there really isn't much of a way to tell since we don't have access to him, but i would think so since you can't max cancel it while you can do that with ex ya otome
Title: Re: Iori (Flames)
Post by: BioBooster on November 19, 2011, 05:12:14 PM
Yeah I agree with this. Also don't have access, but nothing in all of the footage on flame iori I've seen does this.
Atlus/SNKP/DDTC combo vids don't show it, so I'm pretty confident saika's not max cancellable.
Title: Re: Iori (Flames)
Post by: milesw on November 21, 2011, 08:23:32 PM
TRIALS
King of Fighters XIII: Iori'98 (DLC) Trials (http://www.youtube.com/watch?v=RAchOwYtfMI#ws)

Title: Re: Iori (Flames)
Post by: Atb_555 on November 24, 2011, 10:47:19 AM
Just to clarify something you can delay the hits between each rekka however it doesn't seem like it has the same desired effect like in the old skool KoFs where the rekka animation will slow down. 
Title: Re: Iori (Flames)
Post by: I Cyber Ninja I on November 30, 2011, 06:13:26 AM
Does anyone have an actual clue of when Iori (Flames) will be released? I'm in need of a third character and I'm thinking him.
Title: Re: Iori (Flames)
Post by: Saitsuofleaves on November 30, 2011, 06:21:13 AM
If I remember right, December 8th.
Title: Re: Iori (Flames)
Post by: I Cyber Ninja I on November 30, 2011, 06:23:55 AM
If I remember right, December 8th.

Thanks man. That was so quick! Much appreciated.
Title: Re: Iori (Flames)
Post by: nightmoves on November 30, 2011, 06:25:43 AM
Last I heard it's supposed to be the 7th.
Title: Re: Iori (Flames)
Post by: Saitsuofleaves on November 30, 2011, 06:32:48 AM
Last I heard it's supposed to be the 7th.

Hey, you might be right, I can't remember.  I know it's after NEC and I think before SCR that he comes out so...that gives you a week time frame to go with.
Title: Re: Iori (Flames)
Post by: I Cyber Ninja I on November 30, 2011, 06:48:17 AM
Last I heard it's supposed to be the 7th.
Even better.
Title: Re: Iori (Flames)
Post by: C 3 on December 05, 2011, 11:51:11 PM
He will be released Dec. 6th in North America for both consoles. 

Level Up x Atlus Presents - The King Of Fighters XIII Pre-Release Stream Event! (http://www.youtube.com/watch?v=PLJ2nlScPBU#ws)

at 1:25:00 onwards he talk about it
Title: Re: Iori (Flames)
Post by: Mazinkaiser on December 06, 2011, 06:20:32 PM
gotcha! he is on marketplace... feels REALLY solid, every hit can be translate in a combo reward xD and the well know air j.b.B have awesome hitstun o.o, imho indeed better (or almost like) a strong hit, of the good one of course. the mission are kinda "easy" but i'm still sucking for the sixth one... cancel from dp.C -> qcf.AC always super cancel into dm -.-, and i sucks doh... because the other (more complex) i have done it, this one no yet (and in theory will be the same trick of eliz/k damn but i didn't make it to works tanks to the command throw :D and f.AC too after the dp.C didn't work for him i sense -.-,) anyone share a hint please xD