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The King of Fighters XIII/EX Iori: Difference between revisions
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'''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. | '''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. | |||
'''s.C:''' | '''s.C:''' |
Revision as of 04:54, 23 December 2011
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.
s.C:
s.D:
cl. C:
cl. D:
Crouching
cr. A:
cr. B:
cr. C:
cr. D:
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
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