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Messages - Bloom of the Wolf

#16
Ex Iori (Flame) / Re: EX Iori (Flames)
April 27, 2012, 05:50:10 PM
Quote from: LazieFreddy on April 27, 2012, 08:56:57 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

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.
#17
Ex Iori (Flame) / Re: EX Iori (Flames)
April 27, 2012, 08:30:32 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.
#18
General Discussion / Re: KOFXIII Framedata
April 27, 2012, 07:33:55 AM
thanks a lot, desmond! EX kyo's frame data is a lot more extreme than I expected. did they really need to make st.a +2? it already hits crouchers.. cr.b being +2 seems a little much too but I won't complain. finally getting the startup for EX iori's A version rekka is a huge deal. now I know why the Korean and Singaporean players liked to use it as a midrange poke. it's as fast ein trigger with more range! A dp is kinda slower to startup than I expected at 6f, thought it'd be more like 4f like his EX dp. And 3f startup for EX ya otome is insane!

can't stress enough how grateful I am. keykakko/kantoku is god.
#19
Ex Iori (Flame) / Re: EX Iori (Flames)
April 17, 2012, 04:55:56 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.
#20
General Discussion / Re: KOFXIII Framedata
April 12, 2012, 04:33:48 AM
is there any frame data for characters up that has not yet been translated? could someone possibly link me to them if they are actually there? specifically for Mature, Leona, EX Iori, EX Kyo, Ash or Kensou? been hoping to see EX Iori's frame data especially for awhile as I'm 99% sure that even a few of his normals have different advantages than Claw Iori.
#21
hey everyone. sorry to bug you but if you read this, are definitely going to final round and happen to have any space in your room to house two more people, it would be sooooo greatly appreciated if you would pm me with details. my friend and i are already registered, have bought bus tickets and are definitely going to the event but the only thing that is uncertain is a room.  we have already spoken to several people about this in both the kof and the melty community but have mostly received a bunch of "maybe"s and for an event like this my friend and i have both agreed that "maybe" is not good enough. if it is at all possible for anyone going to allow us to room with them, again please pm me about information such as how much it would cost or any specific requirements or requests. i understand that most people would be a bit fifty about having people they don't know rooming with them so if it's not cool then we understand and thank you for your time.
#22
Ex Iori (Flame) / Re: EX Iori (Flames)
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
#23
Ex Iori (Flame) / Re: EX Iori (Flames)
December 30, 2011, 06:28:54 AM
Quote from: 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?

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
#24
Ex Iori (Flame) / Re: Iori (Flames)
November 04, 2011, 07:34:52 AM
Quote from: 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.

Quote from: 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.

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.

Quote from: CharREX on November 04, 2011, 04:37:20 AM
Quote from: milesw on November 04, 2011, 04:26:50 AM
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).
#25
Ex Iori (Flame) / Re: Iori (Flames)
September 11, 2011, 01:01:58 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.
#26
King of Fighters 98/UM/FE / Re: KOF 98UM - Leona
September 10, 2011, 02:02:07 PM
hey guys i'm having trouble doing the leona super combo that shows up around 2:50 in this video here:
The King of Fighters '98 UM Final Edition: Iori/O.Yashiro/Krauser vs. EX-Yuri/Leona/Eiji

don't think it's a "final edition-only combo" but i was sorta hoping for some helpful insight into executing it or else some sort of "that shit don't work in this version/on certain characters" disclaimer. i've been trying it on yashiro though so i don't think it has anything to do with character specific-ness either...
#27
Neo Geo Battle Coliseum / Re: NGBC - Iori Yagami
September 10, 2011, 12:06:24 PM
Quote from: whatever on June 12, 2011, 10:57:21 PM
so far ive been running:
scum gale> cr.C> QCB+C (x3),
scum gale> yumebiki> Maiden Masher & scum gale> DP+CxxMaiden Masher

getting super to actually connect after yumebiki consistently is kind of a pain and dp>super still doesnt give great damage. ive tried to somehow get the A rekkas to combo so i could get OTG yamibarai for some good meterless damage, but it doesnt seem to work at all. is there any way to get some really good/consistent damage out of this command throw?

also ive been wondering if there were any known setups for the riot of the blood super yet.

always do Ya Otome with A instead of C. it'll connect more consistently as it starts up faster. to be completely honest, i'm not sure if there's any reason to EVER use the C version over the A version since it doesn't do any more damage.

as for rekkas, as written above, always use the A rekkas, continue the rekkas even after the first one whiffs and OTG with a Yamibarai at the end for the most damage you're going to get out of a rekka combo.
#28
Meet & Greet / Re: Any Filipino players here? :D
September 10, 2011, 11:40:14 AM
i'm filipino too... by blood, not really "culturally" filipino.

what is the point of this thread? sorry if that question seems like it was posed offensively. it was not intended that way.
#29
Ex Iori (Flame) / Re: Iori (Flames)
September 10, 2011, 11:34:15 AM
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).
#30
King of Fighters XI / Re: The KOFXI Tier List Thread
August 23, 2011, 06:51:03 AM
hi guys, scrub here. i was looking at the tier list and since i didnt see gai on there i assume he would be in B tier along with "everyone else". ive been running him a lot more recently and he feels very solid. is there a reason for him being placed so low? also why is silber so high up? i play silber myself but ive always felt so limited. what do i need to know about the character to be running him at a level that would make people say "thats an A tier character."? i would really appreciate some insight into this kind of thing. i really enjoy kof xi even compared to the big hits of the series.