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The King of Fighters XIII/EX Iori
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) -
- 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 -
- 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 -
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No Stock, 1+ Drive Gauge -
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1 Stock, No Drive Gauge -
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1 Stock, 1+ Drive Gauge -
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-
2 Stock, No Drive Gauge -
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2 Stock, 1+ Drive Gauge -
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Hyper Drive
Mid-Screen
Corner
(1)
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