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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
- 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
Etoile Filanto = qcb hcf+BD - Instant counter to full screen light wave attack, when used as a standalone move it only activates as a counter, when max canceled it completely bypasses the counter aspect
- Hit Detection: Hit
- Damage: 25x19
Combos
(HD) - Activate Hyperdrive
(HDC) - Hyperdrive Cance
(DC) - Drive Cancel
(SC) - Super Cancel
(MC) - MAX Cancel
DMG - Damage
- cr.B, cr.A, dp Ax2, JD, qcf hcb P
- cr. B, dp Ax2, JD, qcf hcb P
- (corner) JD, st. C, f B, dp C, qcf C, dp A, JD, qcf hcb P
- JD, st. C, f B, dp C, dp A, JD, qcf hcb P
- st.C, f B, dp C, dp A×2, JD, qcf hcb P
- (close) hcb f AC, qcf C, dp Ax2, JD, qcf hcb P
- (close) hcb f AC, dp C, qcf C, dp A, JD, qcf hcb P
- dp AC, qcf C, dp Ax2, JD, qcf hcb P
- qcb AC (counter), st. C, f B, dp C, dp A, JD, qcf hcb P
HD Combos
- cr. Bx2, [HD] st. C, f B, dp C, (dp A, [HDC] qcf K, qcf C×1~2) dp A, JD, qcf hcb P
- cr. Bx2, [HD] st. C, f B, dp C,(dp A, [HDC] qcf K, qcf C×1~2) dp A, JD, qcf hcb P, [MC) qcb hcb BD
- st. C, f B, [HD] st. C, f B, dp C, (dp A, [HDC] qcf K, qcf C×1~2) dp A, JD, qcf hcb P
- JB, st. C, f B, [HD] st. C, f B, dp C, qcf C, dp A, [HDC] qcf K, qcf C×2, st. A, qcf hcb P, [MC) qcb hcb BD
Tips
- When Jump A, Jump D, or Jump CD hit successfully air-to-air you can follow with the qcf hcb P DM
- st. A, cl. D, and st. C when successfully used as an AA can also lead to the qcf hcb P DM as well
- qcf A when used as an AA can lead to dp A
- J CD and dp A on counter hit can lead to dp C
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