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).