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The King of Fighters XIII/EX Iori: Difference between revisions

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===Crouching===
===Crouching===


'''cr. A:'''
'''cr. A:''' 25 damage, chain/cancellable, hits mid. Almost has the same range of his far A, and it can be chain into his s. A, d. B, and s. B. It's great for pressure and is useful for a quick confirm into his rekkas or his f+A. On defensive you can use this move against those trying to rush towards you, and against some moves that have lower body invulnerability.


'''cr. B:'''
'''cr. B:''' 30 damage, chain/cancellable, hits low. One of his best crouching normals, and has kept much of its importance from previous years. Great range, safe on block and easy to combo into.


'''cr. C:'''
'''cr. C:''' 70 damage, whiff/cancellable, hits mid. An diagonal upward hook that is good for stopping high jumpins. It may be beaten out by some characters sharped downward angled jump attacks, so be careful using this as an anti air.


'''cr. D:'''
'''cr. D:''' 80 damage, hits low. Kind of a drop kick sweep that has kept with him for many years...and for many years this has been his worst ground normal. The recovery on whiff and block is bad but at least he gets pushed back away from the opponent if it is blocked. ''Some'' Iori players might try his old frame trap gimmick of throwing a dp+A after a blocked or whiff sweep...if it's whiffed far, punish it with a fast starting special move or DM, don't worry about trying to throw him, or run in for a combo. Some rules apply if its blocked. Up close, you can combo him or throw him, but if its blocked far away, he will recover in time to throw out his dp+A.


===Jumping===
===Jumping===

Revision as of 06:20, 23 December 2011

File:EXiori.gif

Gameplay Overview

Gameplay Notes

Pros

- (coming soon)

Cons

- (coming soon)

Normals

Standing

far A: 30 damage, hits mid. A short, quick ranged punched to the midsection. By accident this punch may turn into his s. A if you are too close. It is best to use this move when you are shuffling back and forth within close range of your opponent while he is in the corner for can catch mashers for you can hit them with a normal with more range (ie. far B, far C, or D) or for you can wait for whatever escape option they may try, the continue pressure.

s. A: 25 damage, chain/cancellable, hits mid. This is a useful fast close punch that he has kept in previous years and remains useful in this game. It places him almost neutral on block, which is good for offensive pressure, especially in the corner. It is best to use this move after a hop (empty or attack), or from a low mid attack (d.b or d.a.). You can also chain this move into his s.B (a standing low kick) or his d.b (a crouching mid punch) for a high/low mix-up.

far B: 30 damage, hits mid. A very quick forward kick to the midsection. The best time to use this kick is when you are a bit outside of his sweep range if you are midscreen to regulate space and to stop opponents trying to advance toward you slowly (or even if they are running up toward you). In the corner this kick is useful when you are being pushed back from the opponent blocking your more closer range normals. A really useful poke which is almost neutral on block, and can be used for some frame trap setups involving his rekkas.

s. B: 30 damage, chain/cancellable, hits low. One of Iori's best and most useful normals in previous years. This very fast toe aimed quick hits low, and it's a very important standing low normal which is integral for his mix-up game. The kick can be activated pretty far when in close range (after his s. A) and it is best to throw this out when you are hopping in on an opponent in the corner, or midscreen, or whenever after his s. A. You can also chain this move into his s. C if you are close enough.

far C: 70 damage, whiff/cancellable, hits mid. Pretty much the same scratching swipe as past years. It is best to use this to punish the opponent when they whiff something with heavy recovery frames. You can get punished yourself if you're trying to poke this out if your opponent has something with moderate start-up frames and if it can reach him before the recovery is over. Good to remember that you can whiff cancel this move too.

s. C: 70 damage, cancellable, hits mid. Much quicker start up than his far C, and it is neutral on block too. Up close you will probably be using this great deal to cancel into your specials, but be careful because someone may guard cancel roll it because it is a bit difficult to confirm into. Defensively you can use this move against those trying to jump over your head midscreen, and against opponents jumping high on you in the corner while standing.

far D: 80 damage, hits mid. The range compared to his past years looks a little shorter, and it is just a bit. It still is a good poke for stopping hops preemptively and for controlling space. Similar to his far C, you have to be careful poking this out because it can be stopped by a fast starting EX move or anything else that can catch it in its recovery.

s. D 70 damage, hits mid. This close high heel kick is best used as an anti-air against cornered opponents trying to escape by jumping. Proper spacing is important for this move because if you are too far, a far D will activate instead. You can even whiff this move if you are close enough.

Crouching

cr. A: 25 damage, chain/cancellable, hits mid. Almost has the same range of his far A, and it can be chain into his s. A, d. B, and s. B. It's great for pressure and is useful for a quick confirm into his rekkas or his f+A. On defensive you can use this move against those trying to rush towards you, and against some moves that have lower body invulnerability.

cr. B: 30 damage, chain/cancellable, hits low. One of his best crouching normals, and has kept much of its importance from previous years. Great range, safe on block and easy to combo into.

cr. C: 70 damage, whiff/cancellable, hits mid. An diagonal upward hook that is good for stopping high jumpins. It may be beaten out by some characters sharped downward angled jump attacks, so be careful using this as an anti air.

cr. D: 80 damage, hits low. Kind of a drop kick sweep that has kept with him for many years...and for many years this has been his worst ground normal. The recovery on whiff and block is bad but at least he gets pushed back away from the opponent if it is blocked. Some Iori players might try his old frame trap gimmick of throwing a dp+A after a blocked or whiff sweep...if it's whiffed far, punish it with a fast starting special move or DM, don't worry about trying to throw him, or run in for a combo. Some rules apply if its blocked. Up close, you can combo him or throw him, but if its blocked far away, he will recover in time to throw out his dp+A.

Jumping

j. A:

j. B:

j. C:

j. D:

Blowback Attack

CD:

j. CD:

GCCD:

Throws

Sakahagi = b/f + C/D close

Command Moves

Yumebiki = f+a, a

Yuri Ori = j. back+b

Gofu In "Shinigami" = f+B

Special Attacks

Yamibarai = (qcf+P) -

(EX) = qcf+A+C

- Super Cancel-able

- Hit Detection: Mid

- Damage: 65/70/74


Oniyaki = (dp+P) -

- Drive & Super Cancel-able

- Hit Detection: Mid

- Damage: 70/119/218


Aoihana = (qcb+P) up to 3 times -

(EX) = qcb+A+C up to 3 times -

- Drive/Super Cancel-able

- Hit Detection: 2 mid attacks, then an overhead final

- Damage: 30+42+63/30+42+81/50+66+72


Kuzukaze = (hcb, f+P) close -

(EX) = hcb, f+P close

- Hit Detection: Throw

- Damage: 0


Koto Tsuki = (hcb+K) -

(EX) = hcb+B+D -

- Hit Detection: Mid

- Damage: 146/127


Desperation Moves

Ya Otome = (qcf~hcb+P) -

Saika = (qcfx4+P)
- Damage: 90

(EX) = qcf~hcb+A+C

- Max Cancel-able

- Hit Detection: Mid

- Damage: 204/310


Neomax

Homurahotgoi = qcb~hcf+A+C -

- Hit Detection: Un-blockable grab

- Damage: 480


Combos

UNDER CONSTRUCTION

Mid-Screen

No Stock, No Drive Gauge -

No Stock, 1+ Drive Gauge -


1 Stock, No Drive Gauge -

1 Stock, 1+ Drive Gauge -


2 Stock, No Drive Gauge -

-

2 Stock, 1+ Drive Gauge -

-

3 Stock, No Drive Gauge -


3 Stock, 1+ Drive Gauge -


4 Stock, No Drive Gauge -


5 Stock, No Drive Gauge -


Corner

No Stock, No Drive Gauge -

-

No Stock, 1+ Drive Gauge -

-

-

1 Stock, No Drive Gauge -

-

-

1 Stock, 1+ Drive Gauge -

-

-

-

2 Stock, No Drive Gauge -

-

-

2 Stock, 1+ Drive Gauge -

-

-

-


Hyper Drive

Mid-Screen


Corner

(1)


Tips

Videos, Links & References

Discussion Threads

Discuss at Dream Cancel

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