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

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:Against a slightly early jump attack if the opponent goes for a ground attack, there's be a small gap in which you can start the combo off hcf+AC
:Against a slightly early jump attack if the opponent goes for a ground attack, there's be a small gap in which you can start the combo off hcf+AC


==Links & References==
==Videos==





Revision as of 01:50, 11 December 2011

File:Iori.pngFile:Iori 02.gif

Console Changes

-Geshiki Kui (df + C) has a larger hitbox than before. Easier to attack opponent from his command throw.

-Fierce Shogetsu (qcb+P) moves more forward. It combos in most situations after close C> Yumebiki(forward + A A).

-Yaotome (including EX) can’t be saferolled after it hits.

-EX Shogetsu’s invinciblity has been taken out. However, he’s still invincible on his legs.

-Fierce Akegarasu (qcb+K) has shorter recovery when blocked. Can’t be punished with normal moves.

Producer Yamamoto says: "With Fierce Shogetsu’s longer reach and Fierce Akegarasu’s shorter recovery, it’s easier to do strings and combos. His Yaotome can’t be saferolled so attacking on wakeups may become important. With his EX Akegarasu’s projectile invincibility and EX Yaotome’s long invincibility, we’ve designed him to be playable in a different style from Flame Iori. Enjoy this Claw Iori that’s a bit different from the arcade version."

Gameplay Overview

Gameplay Notes

Pros

Cons

Normals

Standing

far A - 30 damage, chain/cancel-able, hits mid. A punch aimed at the stomach, simple poke and it's pretty fast but still nothing fancy.

far B - 30 damage, chain/cancel-able, hits mid. A kick aimed at the mid section, good reach

far C - 80 damage, cancel-able, hits mid. Scratching attack, goes a good distance. Bad recovery if missed. Must be hit confirmed properly to cancel into his super.

far D - 80 damage, hits mid. High kick, good range, can be used to punish whiffed moves that have very bad recovery. Careful zoning with this kick because its slow start up and recovery.

s. A - 25 damage, chain/cancel-able, hits mid. Same as the far version except he's using his other hand now. Quick, short ranged, and safe.

s. B - 30 damage, cancel-able, hits low. A really quick low kick, one of his best normals, and great for his high-low mixup game.

s. C - 70 damage, cancel-able, hits mid. Upward claw attack, this will be your main combo starter when up close, and good for anti-airing those trying to jump directly over your head.

s. D - 70 damage, hits mid. High kick, go vertical reach so it can be used to stuff jump-ins, especially those trying to escape the corner.

Crouching

d. A - 25 damage, chain/cancel-able, hits mid. A crouching jab. Good range, quick, safe and a good option to confirm into his special moves.

d. B - 30 damage, chain-able, hits low. A quick crouching kick, nice reach, use it to chain lights into combos.

d. C - 70 damage, cancel-able, hits mid. Another upward claw attack, good vertical reach, and can be easy canceled into his specials and DM. The recovery if whiff isn't good, so be careful whipping this around when your opponent is on the ground. It also can be used to anti-air sloppy jump-ins.

d. D - 80 damage, hits low. Crouching sweep, knocks standing opponents down when hit, really good reach but bad recovery. Use this move with caution.

Jumping

j. A - 45(40) damage, hits overhead. A jump light punch, that points downward. Good for jump-ins.

j. B - 45(40) damage, hits overhead. A jump light kick, has good horizontal reach. Useful for air-to-air zoning and for jumping neutral to keep opponents out and away.

j. C - 72(70) damage, hits overhead. Heavy punch in the air, short reach with good hitstun. Useful jumping in because it aims downward. More useful for hopping pressure.

j. D - 70(68) damage, hits overhead. Good range, good for jump-ins and ground to air jumping.

Blowback Attack

CD - 75 damage, whiff/cancel-able, hits mid. A quick shoulder tackle with mediocre reach.

j. CD - 90(80) damage, hits mid. Jump to two handed attack, knocks back opponents when done air to air. But best to be used for hopping jump-ins.

GCCD: Guard Cancel Blowback Attack

Throws

Sakahagi = b/f + C/D close - 100 damage, can be broken, does not cause hard knockdown. A simple grab then scratch.

Command Moves

Yumebiki = f+A,A - Double claw attack, he does one hit but if you input the same motion again he'll do another claw attack

- Cancellable

- Hit Detection: High

- Damage: 30+45


Yuri Ori = b+B in air - An overhead kick attack, when timed right it crosses up on the opponent leaving them completely helpless

- Hit Detection: High

- Damage: 55


Kui = df+C - An overhead haymaker. It's an overhead, except when cancelled into.

- Cancellable if cancelled into (Super-cancellable only if input alone)

- Hit Detection: Mid (by itself)/High (cancelled into)

- Damage: 70

Special Attacks

Nueuchi = (dp+P) - An upward claw attack that extends from his hand, the weak version does one hit while the strong version does two, juggles opponents when used as an AA, drive/super cancel-able as soon as the hit registers


(EX) = dp+AC - Does more hits, faster start-up, and has complete invincibility making it extremely good to punish special attacks to DM's

- Drive/Super Cancellable

- Hit Detection: High

- Damage: 60/75/65x3


Shogetsu = (qcb+P) - A double claw attack that juggles the opponent, weak version does one hit, the strong version does two hits, both version can be drive/super canceled on hit

(EX) = qcb+AC - Has invincibility at start-up and knocks the opponent into the air slightly, does two hits

- Drive/Super Cancel-able

- Hit Detection: High

- Damage: 25+40/40x2/60+80


Akegarasu = (qcb+K) - Forward claw slash attack, chips guard very well, weak version goes 1/3 screen while the strong version goes 3/4's of the screen. Both are fairly safe on block.

(EX) = qcb+BD - Invincibility at start-up and does an extra hit

- Drive/Super Cancel-able

- Hit Detection: High

- Damage: 60/70x2


Tsuchitsubaki = (hcf+P) close - A command grab which slams the opponents hard onto the ground in which they bounce into the air (switching sides) for a possible combo follow-up

(EX) = hcf+AC - Launches the opponent very high into the air, long enough to combo afterward

- Hit Detection: Close

- Damage: 50

Desperation Moves

Maiden Masher = qcf hcb+P - Iori dashes across the screen and if he hits the opponent he does a long combo that mainly consists of scratches and it ends with one big slash, max cancel-able on the last hit

(EX) = qcf hcb+AC - More invincible/faster start-up and does more hits

- Max Cancellable

- Hit Detection: High

- Damage: 0+8x12+12x5+120/0+10x3+16x8+150

Neomax

Yatagarasu = qcfx2+BD - Iori drags his hand on the ground then proceeds to do a very large claw slash to his opponent with a bloody, shadowy background, if it doesn't connect the range is still very horizontal and vertical but it does less damage depending on the distance between him and the opponent

- Hit Detection: High

- Damage: 80+80x5

Combos

No Stock, No Drive Gauge -

cr. B, cr. A, f+A (1), qcb+B

[command grab to corner] hcf+P, dp+C, qcb+B, qcb+A, qcf hcb+P


No Stock, 1+ Drive Gauge -

[command grab to corner] hcf+P, dp+C, qcb+B, qcb+A, dp+A, [DC] qcb+B, qcb+A, dp+A


1 Stock, No Drive Gauge -

st. C, f+A (1), dp+C, qcb+A, qcf hcb+P

st. C, df+C, qcb+C, qcf hcb+P

hcf+P, (dash forward) dp+C, qcf hcb+P


1 Stock, 1+ Drive Gauge -

cr. B, cr. A, f+A (1), qcb+B, [DC] hcf+P, (dash forward) dp+C, qcf hcb+P

st. C, f+A (1), qcb+B, [DC] hcf+P, (dash forward) dp+C, qcf hcb+P


2 Stock, No Drive Gauge -

st. C, f+A (1), dp+C, qcb+A, qcf hcb+P EX

st. C, f+A (1), dp+C, qcb+AC, qcb+A, qcf hcb+AC


Hyper Drive Combos

(1) JC, st. C, df+C, [HD] st. C, df+C, dp+A, (HDC) qcb+B, (HDC) dp+C, qcb+B, (HDC) dp+C, qcb+B, qcf hcb+AC, [MC] qcfx2+BD


(2) JC, st. C, df+C, [HD] st. C, df+C, dp+A, [HDC] qcb+A, [HDC] dp+C, (qcb+A, [HDC] dp+C)x3, qcb+A, qcfx2+BD


(3) [corner]st. C, df+C, [HD] st. C, df+C, qcb+AC, [HDC] dp+C, (qcb+B, [HDC] dp+C)x4, qcb+B, qcb+A, qcf hcb+P


(4) [corner]st. C, df+C, [HD] st. C, df+C, dp+A, [HDC] qcb+B, [HDC] dp+C, (qcb+B, [HDC] dp+C)x4, qcb+B, qcb+A, qcf hcb+P


(5) [corner]cr. B, cr. A, f+A, [HD] st. C, df+C, dp+A, [HDC] qcb+B, [HDC] dp+C, (qcb+B, [HDC] dp+C)x4, qcb+B, qcb+A, qcf hcb+P


(6) [corner]df+C, [HD] st. C, df+C, dp+A, [HDC] qcb+B, [HDC] dp+C, (qcb+B, [HDC] dp+C)x4, qcb+B, qcb+A, qcf hcb+P


(7) [corner]st. C, df+C, [HD] st. C, df+C, dp+A, [HDC] qcb+B, [HDC] dp+C, (qcb+B, [HDC] dp+C)x2, qcb+B, qcf hcb+P, [MC] qcf2x+BD


(8) [corner]cr. B, cr. A, f+A, [HD] st. C, df+C, dp+A, [HDC] qcb+B, [HDC] dp+C, (qcb+B, [HDC] dp+C)x2, qcb+B, qcf hcb+P, [MC] qcf2x+BD


(9) [corner]df+C, [HD] st. C, df+C, dp+A, [HDC] qcb+B, [HDC] dp+C, (qcb+B, [HDC] dp+C)x2, qcb+B, qcf hcb+P, [MC] qcf2x+BD


(10) [from corner]st. C, df+C, [HD] st. C, df+C, (command grab to corner) hcf+P, dp+C, (qcb+B, [HDC] dp+C)x4, qcb+B, qcb+A, qcf hcb+P

Tips

Offensive

When going for blocked combos that will help push the opponent into the corner, you should use C, df+C as the df+C moves Iori :forward a little bit.
Also if you start a combo and the opponent is near the corner qcb+AC will move forward more than his other special attacks.


Iori definitely has a fast run speed this year, so dashing in and doing mix ups will be one of his strong points:
  • Dash s.B is great for getting up close. It comes out fast, pretty good priority, and even stuffs the beginning of hops. Can also be alternated with dash d.B since dash s.B can be guarded high.
  • Another option if you know the opponent likes to throw out attacks when you dash in is to dash qcb+AC. This move has invincible start up and you can juggle afterwards with dash C or dp+A or even super.
  • You can mix up the dash-ins by sometimes dashing and buffering dp+A, but only press A if they hop.
  • Just like every grappler in every year, he can dash grab with hcf+P, recommended to use hcf+AC since it's instant. Perform the motion dash~hcf~uf+AC to prevent overlap with his dp+P. His normal hcf+P is rather slow.
  • And lastly the obvious hop attacks. Choice of use would be j.C against ground, j.D or j.B if you think the opponent might hop as well, or j.A or j.B for shorter block frame in case you want to go for a command grab afterwards. In addition, this year he regained his j.b+B for easy cross ups. In many of the previous years hops will no go over standing opponents, but luckily this year it will making it even better.


Bread and Butter Combos:

No Meter
j.attack, C -> df+C -> qcb+B
j.attack, d.B, d.A -> f+A, A -> qcb+B


(corner)
j.C, s.C -> df+C -> qcb+AC, qcb+A, dp+A -> (DC) qcb+K, qcb+A, dp+A or super


(Iori in corner)
j.C, s.C -> df+C -> qcb+B -> (DC) hcf+AC, dp+C, qcb+B, qcb+A, dp+A or super
hcf+AC, dp+C, qcb+B, qcb+A, dp+A -> (DC) qcb+K, qcb+A, dp+A or super


Besides the beginning of the first round at most times Iori should have at least either 1 power gauge and 50% drive gauge. These combos generate around 1 power stock itself, so if you start with 1, you'll end up with around 1 and some drive gauge built back. Also on average they do around 40-68% damage depending on which combo and if you end with super or EX super.
Note that the last combo starts with the command throw with Iori in the corner. The reason for it being written that way is that you can punish some moves (i.e. Kula between her qcb+K and followup) or do hcf+AC or do it on wakeup.
Against a slightly early jump attack if the opponent goes for a ground attack, there's be a small gap in which you can start the combo off hcf+AC

Videos

KCE Basic Introduction

Discussion Threads

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