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The King of Fighters XIII/Iori Yagami/Strategy
Spacing
Far Range
There is certainly not much Iori can do in this situation. However, Iori can close the gap between himself and his opponent with qcb+B or D. EX qcb+K will go through many projectiles under the same conditions with its invincibility start-up. If the opponent attempts a far jump in you can react with Iori's DP or knock them out of the air for a reset with j.D and then draw yourself closer for pressure. Iori can also use qcb+K as a alternate dash because it is decievingly fast and can provide a good mix-up game. This is also good for providing set-ups once you do close the gap. Otherwise, Iori does not benefit from this position.
Mid Range
Iori works much better here, because now he is close enough to introduce some good attacks. Iori Yagami is a close quarters fighter so use your options wisely. If the opponent intends to cross you up, s.C or s.D is a good option for anti-air purposes. DP should be utilized for preemptive strike if the player knows the opponent is going to jump at them. Use qcb+K to close the distance - it is safe on guard and is good for ending combos and quickly getting back on the defensive if the player Iori can use his opponents down should he have meter available because he works extremely well under those conditions and he can dish out some serious damage easily. Many of Iori's EX moves sets a juggle state so be sure to capitalize their. Crouching D is also good thanks to its range but it is NOT safe on guard at all, even in spite of its push back. Iori s.D is a good poking tool if the opponent tries to hyper hop towards you are rush you down. Please be on the look out for high priority moves however.
Close Range
Iori becomes far more dangerous in this position as he excels in close range attacks and rush down. A good punish combo would normal start with a jump in or s.C, f+A, A or s.C, df+C. These attacks are also nice for HD combo starters. Once again, Iori Yagami operates extremely well with meter at his disposal as several of his EX moves (EX DP for example) has a good priority and sets up a juggle state. Iori's d.B hits LOW and is chain cancelable into other normals also well, including his command moves. If you realize that the character has command grabs you need to be more cautious and do short hops to avoid command throws or use moves that will out prioritize them. Iori himself has a good command grab as well. Iori is generally a beast when it comes to close quarters so the player will have to focus on getting in on the opponent while looking out for projectiles and the other players defensive options so that Iori can provide clean rush down game.
Cornered Opponent
Cornered
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 other 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. St.D is also effective for this purpose.
- 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 faster and longer ranged. Perform the motion dash~hcf~uf+AC to prevent overlap with his dp+P. His normal hcf+P is rather slow.
- Resetting in the corner with cl.C can be made "more effective" by cancelling into qcb+B. Iori will rush forward before the opponent lands and should be able to cr.B before the opponent can do anything. This can also be done midscreen off command grabs by running forward under the opponent->cl.C->qcb+B, which will make Iori cross under. The timing for this can be finnicky - an alternative method is doing an immediate hyper hop C/D into qcb+B before the opponent lands as this will also cross under.
- Some players may have trouble cancelling into qcb+C without accidentally getting a DM when starting low combos from a down-back position. A few options to try are initiating by holding straight down or down-forward instead of down-back, or by doing cr.B, st.A, f+A as this seems to lessen the occurence of accidental DMs and does the same damage as cr.B, cr.A, f+A.
- 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 Iori should have at least either 1 power gauge and 50% drive gauge. 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
Frame Traps and Links
- (L) = Link, can be a frame trap as well.
- "(n) frame gap" = The amount of frames that opponent has to counter a frame trap.
1.) far A > far B - 3 frame gap between far A and far B.
2.) far A > cr. D - 3 frame gap between far A and cr. D.
3.) cl. A > cl. C (L) - 2 frame gap between cl. A and cl. C.
4.) cr. A > cl. C - 3 frame gap between cr. A and cl. C.
5.) cl. B > cl. A - 3 frame gap between cl. B and cl. A.
6.) cl. B > cr. A - 4 frame gap between cl. B and cr. A.
7.) cl. B > cr. B - 3 frame gap between cl. B and cr. B.
8.) cl. B > cl. C (L) - 2 frame gap between cl. B and cl. C.
9.) cr. B > cl. C - 3 frame gap between cr. B and cl. C.
10.) qcb+BD > cr. B - 4 frame gap between qcb+BD and cr. B.
Best Team Position
As a point character Iori can function well through the power of his speed, normals and mixups, but he will lack a fast reversal without EX DP, so his defense is mostly limited to cl/cr.C, neutral air pokes and well spaced st.D's. This can make a point Iori easy to pressure relative to an Iori with meter, so point position is only recommeded if you feel his normals and mixup are needed to defeat the opponent's point. He will also lack access to EX command grab, which is often the only version worth using in many situations due to the shortened, but still not instant startup.
Middle is a very effective position for Iori as many of his combo options allow him to followup with a DM without using drive. Having meter gives him access to EX command grab and EX DP so he's able to defend himself better. Iori can kill with 3 meters and HD, making his position as mid even more threatening.
Anchor is arguably Iori's best position when there is plenty of meter to work with. This will give him access to his best defensive and offensive options as well as lethal 3 meter HDs.
Character Matchups
Andy Bogard
- Try to keep a distance between yourself and Andy.
- Punish Andy's Zanei Ken with d.D. It is not safe on guard and Iori's d.D has a good amount of range inspite of the Zanei Ken push back on guard.
- Time your jump ins so that you can punish poorly timed projectiles from Andy.
- Use EX qcb+K to go through Andy's projectiles while you are half screen away or closer but watch out for EX fire balls. Iori's EX DM will go through projectiles, along with its own invincibility start up.
- Try not to jump too much as Andy has many tools to knock Claw Iori out the air. Block projectiles to build meter.
- EX DM possesses a lot of priority over many of Andy's attacks including his Zanei Ken.
Ash Crimson
- Stay at mid range from Ash as much as possible. Ash will be out of reach for his normal moves, you can carefully jump in when he uses either one of his projectiles,
- When Ash sets his traps don't panic.
- When Ash has meter, play a little more defensively. Ash's projectiles hinder Iori's ability to rush down. Block Ash's EX projectiles (there are two projectile after each other).
- Do not let a metered Ash corner you. Block his attacks appropriately. Ash's EX b charge f+BD is one of his safer moves and a pressure tools. If Ash gets in too close, go for Iori's command grab (preferably EX command grab) and combo off of it. Then continue to add projectile
- Try to go for safe jump set ups after a knockdown or after Iori's command grab. Hop in place, and try to block his attacks as he wakes up. If Ash does nothing, go for a hit confirm into a combo or a block string. Also remember that Iori's st.B hits low and his hopping j.C is a good tool to use for corner pressure.
Athena Asamiya
- This is not a easy match for Iori. Stay at mid range as much as possible.
Benimaru Nikaido
Billy Kane
Chin Gentsai
Clark Still
Duo Lon
Elisabeth Branctorche
Goro Daimon
Hwa Jai
Iori Yagami (Claw)
Iori Yagami (Flame)
Joe Higashi
K'
Kim Kaphwan
King
Kula Diamond
Kyo Kusanagi (XIII) (mirror match)
Kyo Kusanagi (NESTS)
Leona Heidern
Mai Shiranui
- Watch out for EX air Musasabi no Mai after her Ukihane. Punish her jump in
- Stay out of the air - Mai has far too many options in that scenario. Whenever possible knock her out of the air with a early j.D whenever possible.
- EX qcb+K and EX+DP has priority over all of Mai's regular special moves.
- Punish Mai's EX Hissatsu no Bachi right before the last hit with s.C, s.D, DP+A, or EX DM.
- Mai is weak when cornered or under pressure so be patient and apply pressure once she does an unsafe move.
- If Mai wall jumps and if both of you are in the same corner, beat her out of it with a DP or j.D but do it quickly as Ukihane can beat out many anti-airs and has air-to-air priority.
Mature
- Low guard against Mature if she gets too close because she has very good tools for hit confirming.
- Mature's Rekka series are not safe on guard - punish her after guarding her Rekkas
- Punish Mature's DP with Claw Iori DP+A on reaction. It is possible to use DP+C if you predict Mature landing point.
- Stay on the defensive. Mature's qcb+K is safe on guard but all of Iori's EX moves will have priority over Mature's offense.
- GD Roll from corner pressure attacks and Mature's rekkas and use a punish combo when necessary.
- Claw Iori's EX DM will go right through Mature's regular projectile on its start up!
Maxima
Raiden
Ralf Jones
Robert Garcia
Ryo Sakazaki
Saiki
Shen Woo
Sie Kensou
Takuma Sakazaki
Mr. Karate
Terry Bogard
'Vice
Yuri Sakazaki