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The King of Fighters XIII/Iori Yagami: Difference between revisions
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==Tips== | ==Tips== | ||
==Miscellaneous== | ==Miscellaneous== |
Revision as of 03:36, 10 September 2010
Gameplay Overview
Gameplay Notes
Pros
Cons
Normals
Standing
st. A - A punch aimed at the stomach, simple poke and it's pretty fast but still nothing fancy
- Chain-able
- Hit Detection: High
- Damage: 30
st. B - A kick aimed at the mid section, good reach
- Chain-able
- Hit Detection: High
- Damage: 30
st. C - Scratching attack, goes a good distance
- Cancel-able
- Hit Detection: High
- Damage: 80
st. D - High kick, good range, can be used to punish whiffed moves
- Hit Detection: High
- Damage: 80
cl. A - Same as the far version except he's using his other hand now,
- Chain/Cancel-able
- Hit Detection: High
- Damage: 25
cl. B - Low kick, goes kinda far so use it to poke and possibly start combos
- Cancel-able
- Hit Detection: Low
- Damage: 30
cl. C - Upward claw attack, this will be your main combo starter
- Cancel-able
- Hit Detection: High
- Damage: 70
cl. D - High kick, go vertical reach so it can be used to stuff jump-ins
- Hit Detection: High
- Damage: 70
Crouching
cr. A - It's the same as his st. A except during a crouch
- Chain/Cancel-able
- Hit Detection: High
- Damage: 25
cr. B - A quick crouching kick, nice reach, use it to chain lights into combos
- Chain-able
- Hit Detection: Low
- Damage: 30
cr. C - Another upward claw attack, good vertical reach
- Cancel-able
- Hit Detection: High
- Damage: 70
cr. D - Crouching sweep, knocks standing opponents down when hit, really good reach but bad recovery
- Hit Detection: Low
- Damage: 80
Jumping
j. A - jump light punch, just a quick hit in the air nothing much else
- Hit Detection: Mid
- Damage: 45(40)
j. B - jump light kick, has good horizontal reach
- Hit Detection: Mid
- Damage: 45(40)
j. C - Heavy punch in the air, short reach but good hitstun
- Hit Detection: Mid
- Damage: 72(70)
j. D - Good range, good for jump-ins
- Hit Detection: Mid
- Damage: 70(68)
Blowback Attack
CD - A quick shoulder tackle, okay reach
- Whiff/Cancel-able
- Hit Detection: High
- Damage: 75
j. CD - Jump to two handed attack, knocks back opponents when done air to air
- Hit Detection: High
- Damage: 90(80)
GCCD: Guard Cancel Blowback Attack
- Hit Detection: High
- Damage: 10
Throws
Sakahagi = b/f + C/D close - A simple grab then scratch, pretty normal
- Can be broken
- Hit Detection: Close
- Damage: 100
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
- Cancel-able
- 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, hits mid on standing opponents but it's an overhead on crouching opponents
- Cancel-able
- Hit Detection: Mid/High
- 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 Cancel-able
- 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.png = 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
(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 to slam, when the opponents hits the ground 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 Cancel-able
- 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
(HD) - Activate Hyperdrive
(HDC) - Hyperdrive Cance
(DC) - Drive Cancel
(SC) - Super Cancel
(MC) - MAX Cancel
DMG - Damage
- 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
- cr. B, cr. A, f+A (1), qcb+B
- st. C, df+C, qcb+C, qcf hcb+P
- hcf+P, (dash forward) dp+C, qcf hcb+P
Drive/HD Combos
- 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
- 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
- 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
Corner
- (command grab to corner) hcf+P, dp+C, qcb+B, qcb+A, qcf hcb+P
- 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
- 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
- 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
- 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
- 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
- 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
Tips
Miscellaneous
Character Sprite
Colors
Other
Taunt
First Row: Standing/Crouching/Evasive Roll
Second Row: Walking (forward/Walking (Backward)/Safe Roll
Third Row: Running/Back Step/Throw Break
Fourth Row: Standing Guard/Crouching Guard/Guard Crush
Fifth Row: Dizzy/Downed/Hyper Drive Activation
Last Row: Win Pose/Knock Out/Time Up Pose
Links & References
Technical Reference http://www.youtube.com/watch?v=vCabeLhO2_o