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The King of Fighters XIII/EX Iori: Difference between revisions
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'''Koto Tsuki = (hcb+K)''' - Iori dashes at the opponent then grabs them, knocks them down, and blasts when purple flames. This running throw type of move (which can be blocked) received a bit of a nerf too. The start-up is very slow, while it is still very unsafe on block. It also doesn't give any kind of guard damage to the opponent, which was one of the cool advantages it had in previous KOF games. | '''Koto Tsuki = (hcb+K)''' - Iori dashes at the opponent then grabs them, knocks them down, and blasts when purple flames. This running throw type of move (which can be blocked) received a bit of a nerf too. The start-up is very slow, while it is still very unsafe on block. It also doesn't give any kind of guard damage to the opponent, which was one of the cool advantages it had in previous KOF games. | ||
'''(EX) = hcb+B+D''' - Iori quickly slams the opponent to the ground, then blows them up with a purple flame. This command throw is not instant, nor invincible, and can be blocked. It is best used as a OTG follow-up in the corner after a hard knockdown from his A version rekkas, and must be performed directly after they are knockdown or else it will whiff. It doesn't seem to connect after doing C version rekkas, so stick to the A versions for this move | '''(EX) = hcb+B+D''' - Iori quickly slams the opponent to the ground, then blows them up with a purple flame. This command throw is not instant, nor invincible, and can be blocked. It is best used as a OTG follow-up in the corner after a hard knockdown from his A version rekkas, and must be performed directly after they are knockdown or else it will whiff. It doesn't seem to connect after doing C version rekkas, so stick to the A versions for this move. But there isn't any other uses for this move beyond using it OTG after a hard knockdown. | ||
- Hit Detection: Mid | - Hit Detection: Mid |
Revision as of 23:08, 18 March 2012
0 Stock, No Drive Gauge |
Low |
d.b, d.a, (qcb+P)x3 = 174 dmg |
0 Stock, 1+ Drive Gauge |
Anywhere |
j.C, s.C, f+A, (qcb+C)x2 (DC) hcb+D = 340 dmg |
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: 40(45) damage, hits overhead. This jumping punch has a hitbox pointed at 5 o'clock, which is good for jumpins, and hops. Comparing this to his j.CD, you are better off doing the j.CD because it has longer hit stun, and knocks the opponent down if it hits.
j. B: 40(45) damage, hits overhead. A long ranged pointed flying kick that has a hitbox in the 3 o'clock range. One of his most useful normals that he has, this jumping kick has a far horizontal range, and is best use defensively. It can stop a lot of jumpins and hops far a moderately far distance, but be careful using it at close range to stop hops, because you might get hit before you jump, so it is best to this preemptively and it is okay to zone with from time to time. Keep in mind this kick misses on crouchers, so try not to use it has a direct jump in.
j. C: 70(72) damage, hits overhead. Kind of a downward swinging forearm punch that which hitbox is located a little before 6 o'clock. This is best used for corner pressure because it hits fairly deep on crouching opponents, and his good amount of block stun to employ his high/low mixup game. It is also good for jumpins mid-screen as well, but it does hit a little on the late side, so you may be anti-aired before his punch activates.
j. D: 68(70) damage, hits overhead. This is kind of a funny looking flying jump kick that has somewhat of a swinging hitbox where direction goes from in between 2 and 3 o'clock down to 4. It is best used for air-to-air similar to his his j. B, but this kick has more startup, and less range. This move has the ability to hit crouching opponents, but it can miss totally if its performs at start of your hop.
Blowback Attack
CD: 75 damage, whiff/cancellable, hits mid. A slow shoulder thrust that could be used to stop some far distanced hops preemptively but it is rather risky. It's good that you can whiff cancel it though, if you want to trick opponents into thinking you're just going to whiff a normal that has slow start-up and bad recovery.
j. CD: 80(90) damage, hits mid. Similar to the location of his j. A hitbox (between 4 and 5 o'clock) but much better and more useful...way more block stun, knocks down on hit, and it has great priority. Use this over j. A unless you want a differential in block stun.
GCCD: 10 damage, hits mid. Same animation as his stand CD.
Throws
Sakahagi = b/f + C/D close: 100 damage, does not cause a hard knockdown. If the opponent rolls this throw, they receive a great deal of space, so if they are in the corner, stick to a C throw.
Command Moves
Yumebiki = f+A, a: 40+57 damage, cancellable, hits mid. The first part of this combination, which is f+A is a common command move cancellable from his light normals, which then can be cancelled into a few of his special moves. You will this move pretty often in his combo list. By itself, it is mainly animation-wise his far C, but he isn't safe if this move is blocked. The second part of this move is sort of a slow back hand which is cancellable too, but it is hard to connect this punch because of the push back from the first hit (f+A), especially if you use normals before it that already push him back. Also, his recovery isn't so great once it is whiff either, it is best to just stick to only f+A. BUT, you could use the 2nd punch to maybe surprise your opponent at mid-range, thinking you are just going to whiff f+A by itself, then just whip it out and hit them if they are trying to hop in or run at you. Something that you may have to experiment with defensively.
Yuri Ori = j. back+B: 55 damage, cancellable, hits mid. If Iori didn't have this crossup kick, then he would not be as good as he is. It is an essential move for his mixup game, especially on wake up. It is best to use this move if your opponent is close to you and will keep crouching (after you do a d. B then hyper over them), after they are knocked down hard from a qcb B, or any of his rekkas. Experiment with move and find different ways to hit them on wake up, or mix it up by not throwing it out at all. On a cornered opponent, you can also fool your opponent by whiffing this move to make it look like a j. C., and the whiff recovery isn't bad either, so you try that sometimes, while you are on the offense.
Gofu In "Shinigami" = f+B: 70 damage, cancellable, hits overhead. The difference from previous years regarding this overhead is firstly it doesn't hit twice anymore only once. Also, if performed by itself you can cancel his supers from it, and you can also HD activate it, which makes it more useful in this game. On block he isn't terribly disadvantaged, but if you use it in a blockstring (after s.C), your opponent can just roll under it.
Special Attacks
Yamibarai = (qcf+P) - Iori throws out a purple sparkling flame that skims the floor. The A version travels at a slower speed than the much faster C version. Compared to previous KOF games, he is stuck in recovery for a fair amount of time, so it's a little difficult to try to anti-air people with dp+P if they are jumping at you from a certain distance. It's good to end with this move if you're opponent is in the corner in blockstun but be careful of the defensive option to guard roll your command normal before the fireball comes out. Don't be predictable with this move because some players can just simply hop over it and punish you.
(EX) = qcf+A+C - This fireball travels the ground at almost the same speed as his qcf+A. Upon hit, it freezes them for 3 to 4 seconds (up to 7 hits) which makes them completely open to any combos you desire. As great and luxurious as it sounds, it's cons outweighs the pros. Firstly, the fireball has such slow start-up, you can get hit with another characters EX fireball (Kyo, Andy, etc) before it can come out if you try to throw it out on reaction. You also cannot combo into it at all. Another disadvantage is that its traveling speed is slow, so you can easily jump or hop over it at the right time, but because of its slow start-up, the opponent probably already has closed space on you. If you are trying to use this move to punish someones whiffed special move, its better off you not wasting the meter for it, and just using normals instead. So, all in all, as much as this move may seem cheap, it really isn't at all, and can be waste of meter if used.
- Super Cancel-able
- Hit Detection: Mid
- Damage: 65/70/74
Oniyaki = (dp+P) - This dp has kept a bit of its same properties as the former KOF games he has been featured in. The A version has quick start up, hits only once, but doesn't have any invincibility at all. It is good mostly for stopping predictable jump-ins and hops at a far range. If you whiff this move (or it is blocked) at close range, you are open to punishment. The C version starts up slower but has a small amount of invincibility in the beginning, which can hit some low meaty attacks. It also hits the opponent 3 times, which the 2nd hit can be drive or super canceled. If you are going to use the C version as an anti-air, it should only be strictly against full screen super jumps because it might miss against short hop and some jump attacks because of its steep vertical ascension.
(EX) = dp+A+C - This very fast triple uppercut has invincibility at the start which ends around the time he performs the second uppercut. It's good for an anti-air option even though you might not get much damage out of it because a couple of the hits may miss. You can drive or super cancel this move before he goes airborne with the third and last dp.
- Drive & Super Cancel-able
- Hit Detection: Mid
- Damage: 70/119/218
Aoihana = (qcb+P) up to 3 times - Iori's rekkas has gone through a very small change compared to previous KOF installments. In KOFXIII, the first hit of the rekka seems to be much slower start-up wise, features much more frame disadvantage...and this is talking in regards to the A version. The C version starts up very, very slow, and even if you try to compensate some space by doing a few normals into a command move, Iori ends up very close to them. The second hit of the rekka, for the A version is horrible on block as well, and doesn't leave space between you and opponent. The C version of the second hit is very bad on block as well. The last hit of the rekka, which is an overhead, knocks down hard upon hit, while on block (for both punch versions) is terribly unsafe. You can interrupt the last hit of the rekka for the A version with a fast start-up invincible dp, EX move, super, etc., while you can simply roll out of the C version while his animation is airborne. It is easy to differentiate between someone performing the A and C versions on block by just the speed. The A version has a much faster animation, the C version looks very slow. It is best to confirm into these rekkas on hit, performing any of them on block is very risky and is not recommended. Even if you perform one of them in a block string, your opponent can possibly guard roll one of your normals and escape out of the corner.
The bright side to this move is that when you complete the rekkas, you get a free hard knockdown for some good okizeme and safe-jump option if timed correctly. You can also combo both of the punch versions from a few light attacks for a very quick and easy punish option.
(EX) = qcb+A+C up to 3 times - The EX rekkas travel farther than the normal ones, but do not have any kind of invincibility at all. The start-up almost resembles the A version of the normal rekkas while the frame disadvantage on block is a bit lower, it can still be punished by specials and supers with fast start-up. The last hit of the rekka comes out pretty fast, so its difficult to interrupt while you are in block stun...its better to wait until the final hit to punish it. When all 3 rekkas hit, the opponent is knocked down hard, almost at the same positioning as a finished C version rekka. One special feature about this EX version, is that the second hit can launch the opponent up pretty high (especially after a drive canceling a second rekka), so in the corner you follow up with a super or reset them with a jump if timed correctly.
- 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 - 'Scum Gale' as it's called in English is a throw in which Iori grabs the opponent, then swings them around which causing them to be stunned for a short period of time. This command throw isn't an instant 1f one, and it also seems that has lost a bit of its range compared to past KOF games. It still is a viable move to use to surprise your opponent at close range, but be careful running in to combo them, they may recover before you hit them. Just whipping out a super or a s.C is a safer option while they are stunned from the throw is much more safer.
(EX) = hcb, f+P close - It still isn't instant, but features a fair amount of invincibility throughout its animation, which is good to catch people mashing or throwing out specials while on the defense. You can potentially use this as an anti-okizeme move when you are knockdown, but don't be too predicable with it. The amount of time when the opponent is dazed is still the same as the normal version, so punish them quickly.
- Hit Detection: Throw
- Damage: 0
Koto Tsuki = (hcb+K) - Iori dashes at the opponent then grabs them, knocks them down, and blasts when purple flames. This running throw type of move (which can be blocked) received a bit of a nerf too. The start-up is very slow, while it is still very unsafe on block. It also doesn't give any kind of guard damage to the opponent, which was one of the cool advantages it had in previous KOF games.
(EX) = hcb+B+D - Iori quickly slams the opponent to the ground, then blows them up with a purple flame. This command throw is not instant, nor invincible, and can be blocked. It is best used as a OTG follow-up in the corner after a hard knockdown from his A version rekkas, and must be performed directly after they are knockdown or else it will whiff. It doesn't seem to connect after doing C version rekkas, so stick to the A versions for this move. But there isn't any other uses for this move beyond using it OTG after a hard knockdown.
- 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 -
- d.b, d.a, (qcb+P)x3 = 174 dmg
- d.b, d.a, f+A, (qcb+A/C)x3 = 207/222 dmg
- j.C, s.C, f+A, (qcb+C)x3 = 300 dmg
No Stock, 1+ Drive Gauge -
- j.C, s.C, hcb+D (1), DC, (qcb+C)x3 = 293 dmg
- j.C, s.C, f+A, (qcb+C)x2, DC, dp+C = 243 dmg
- j.C, s.C, f+A, (qcb+C)x2, DC, qcb+D = 340 dmg
- d.b, d.a, f+A, (qcb+C)x2, DC, qcb+D = 262 dmg
1 Stock, No Drive Gauge -
- d.b, d.a, f+A, (qcb+AC, qcb+Cx2) = 252 dmg
- d.b, d.a, f+A, qcf~hcb+A/C = 279 dmg
- j.C, s.C, f+A, qcf~hcb+A/C = 357 dmg
- d.b, d.a, f+A, dp+AC = 259 dmg
- j.C, s.C, f+A, dp+AC = 337 dmg
- j.C, s.C, f+A, (qcb+AC, qcb+Cx2) = 330 dmg
1 Stock, 1+ Drive Gauge -
- j.C, s.C, f+a, (qcb+A/C)x2, DC, (qcb+AC, qcb+Px2) = 371 dmg
- d.b, d.a, f+A, (qcb+Cx2), DC, dp+AC = 295 dmg
- j.C, s.C, f+A, (qcb+Cx2) DC, dp+C = 280 dmg
- d.b, d.a, f+A, (qcb+Cx2) DC, qcf~hcb+P = 332 dmg
- j.C, s.C, f+A, (qcb+Cx2) DC qcf~hcb+P = 410 dmg
2 Stock, No Drive Gauge -
-
2 Stock, 1+ Drive Gauge -
- j.D, s.C, f+A, qcb+C, qcb+C, DC, qcf~hcb+C, ~ qcfx4+AC = 500 dmg
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)
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