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The King of Fighters XIII/Iori Yagami
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
- Chainable
- Hit Detection: High
- Damage: 30
st. B - A kick aimed at the mid section, good reach
- Chainable
- Hit Detection: High
- Damage: 30
st. C - Scratching attack, goes a good distance
- Cancellable
- 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/Cancellable
- Hit Detection: High
- Damage: 25
cl. B - Low kick, goes kinda far so use it to poke and possibly start combos
- Cancellable
- Hit Detection: Low
- Damage: 30
cl. C - Upward claw attack, this will be your main combo starter
- Cancellable
- 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/Cancellable
- Hit Detection: High
- Damage: 25
cr. B - A quick crouching kick, nice reach, use it to chain lights into combos
- Chainable
- Hit Detection: Low
- Damage: 30
cr. C - Another upward claw attack, good vertical reach
- Cancellable
- 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/Cancellable
- 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
- 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 Cancellable
- 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
(EX) = qcb+BD - Invincibility at start-up and does an extra hit
- Drive/Super Cancellable
- 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 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
(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, dp+A, [DC] qcb+B, qcb+A, dp+A
- (command grab to corner) hcf+P, dp+C, qcb+B, qcb+A, qcf hcb+P
- 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
- 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
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 over 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. 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 you should have at least either 1 power gauge and 50% drive gauge. Besides :the first, 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
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
Discussion Threads
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