Iori Yagami (XIII)
|0 Stock, No Drive Gauge||
d.B, s.B, f.A, qcb+B = 136 dmg
|1 Stock, No Drive Gauge||
s.C, f.A, qcb+C, qcf~hcb+P = 262 dmg
|0 Stock, 1+ Drive Gauge||Corner||s.C, df.C, qcb+B (DC), dp+C = 253 dmg|
- Geshiki Kui (df + C) has a larger hitbox than before. Easier to attack opponent from his command throw.
- Fierce Shogetsu (qcb+P) moves more forward. It combos in most situations after close C> Yumebiki(forward + A A).
- Yaotome (including EX) can’t be saferolled after it hits.
- EX Shogetsu’s invincibility has been taken out. However, he’s still invincible on his legs.
- Fierce Akegarasu (qcb+K) has shorter recovery when blocked. Can’t be punished with normal moves.
Producer Yamamoto says: "With Fierce Shogetsu’s longer reach and Fierce Akegarasu’s shorter recovery, it’s easier to do strings and combos. His Yaotome can’t be saferolled so attacking on wakeups may become important. With his EX Akegarasu’s projectile invincibility and EX Yaotome’s long invincibility, we’ve designed him to be playable in a different style from Flame Iori. Enjoy this Claw Iori that’s a bit different from the arcade version."
In KOFXI, Iori flames became absent due to Ash taking them away towards the climax of the game. In KOFXII, Iori gains a brand new move set altogether to reflect his ability to fight without his flames. Now, in KOFXIII, Iori Yagami (often referred to "Claw Iori") is another character transferred successfully from the prequel with much clearer purpose and better strengths. In KOFXIII, Iori is a powerful rush down character who excels at close combat and specialized combos. Iori generally noted for being far more combo friendly than ever and being extremely powerful with meter at his disposal. Despite losing his flames and gaining a completely different move set, there are some similarities to his old fighting style. This version of Iori still retains the ability to naturally cross the opponent up with his air b.B and use his signature back dash > air b.D to get some spacing from his opponent to prepare for another assault. Despite Iori's ability to conduct a vicious rush down game, Iori lost his ability to zone properly and he no longer use the special moves as before, save for a variation Maiden Masher. Iori is very effective as anchor (third position) character as he becomes very powerful with meter. All of Iori's EX moves provide him with invincibility start up and they can lead to some very damaging combos. Iori also has a nice damage ratio, even without meter. Iori normal attacks are pretty decent and they can be used for multiple purposes. Many of Iori's strengths are on the ground as well and he can provide some decent juggle opportunities as well. Many of his BnB's are easy to execute but one needs understand how to capitalize and continue his pressure. Overall, Iori plays like a high functional rush down character with a brutal, multipurpose move set that will help excel in close combat against any opponent. Iori is a very consistent and powerful character to play, especially if he has meter to spare for big damage.
Claw Iori and EX Iori Differences
What needs to be understood is that there are two versions of Iori in KOFXIII. This Iori of this article is known as "Claw Iori". EX Iori has his iconic purple flames back. Both Claw Iori (this version) and EX Iori (the KOFXIII DLC character - Iori with Flames) have some differences between each other and here we are going to explore them:
- Claw Iori's f.A, A command command is much faster than EX Iori's f.A, A command move.
- EX Iori has much better zoning abilities than the Claw Iori does
- Claw Iori has better rush down tactics and damage output than EX Iori does.
- Claw Iori's EX Moves in general all have start up invincibility, including his DM. None of EX Iori's DM have any invincibility start up whatsoever.
- Claw Iori does not have any OTG opportunities like EX Iori does.
- The Claw Iori is a bit more meter heavy and far more offensive-oriented than EX Iori
- EX Iori has an extra DM (Yamisogi) at his disposal
- EX Iori's Neo Max is a command grab
- Claw Iori and EX Iori have two different command moves but they both serve the same purpose as overhead moves and leads into high damaging HD combos
- The Claw Iori can combo into all of his command moves from cl.C, unlike EX Iori.
- A very good set of normals, all of which have multiple purposes
- Command grab sets the opponent up for resets and/or combo finishers
- Many of his special move has juggle potential
- Several EX moves have invincibility start up
- A very good anchor or third character
- Very good HD combos, some of which can lead up to 100% damage
- Beautiful cross-up from air j.b+B (the Taco)
- Needs meter for more effective defense and combos
- Lack of long range abilities
- Can be easily zoned out without meter
- Slow walk speed
- Lack of hard knockdown setups
st.A - 30 damage, chain/cancel-able, hits mid. A punch aimed at the stomach, simple poke and it's pretty fast but still nothing fancy.
st.B - 30 damage, chain/cancel-able, hits mid. A kick aimed at the mid section. Good reach and a fast startup/recovery, capable of stuffing many jumps, specials, etc.
st.C - 80 damage, cancel-able, hits mid. Scratching attack, goes a good distance. Bad recovery if missed. Must be hit confirmed properly to cancel into his super.
st.D - 80 damage, hits mid. Medium height kick, good range, can be used to punish whiffed moves that have very bad recovery. An extremely useful move to space with as it can also anti-air at the right height.
cl.A - 25 damage, chain/cancel-able, hits mid. Same as the far version except he's using his other hand now. Quick, short ranged, and safe.
cl.B - 30 damage, cancel-able, hits low. A really quick standing low kick, one of his best normals, and great for his high-low mixup game.
cl.C - 70 damage, cancel-able, hits mid. Upward claw attack, this will be your main combo starter when up close, and good for anti-airing those trying to jump directly over your head.
cl.D - 70 damage, hits mid. High kick, good vertical reach so it can be used to stuff jump-ins, especially those trying to escape the corner.
cr.A - 25 damage, chain/cancel-able, hits mid. A crouching jab. Good range, quick, safe and a good option to confirm into his special moves and f+A command normals.
cr.B - 30 damage, chain-able, hits low. A quick crouching kick, nice reach, use it to chain lights into combos.
cr.C - 70 damage, cancel-able, hits mid. Another upward claw attack, good vertical reach and can be easily cancelled into his specials and DM. The recovery on whiff isn't good, so be careful about throwing this out when your opponent is on the ground. It also can be used to anti-air sloppy jump-ins.
cr.D - 80 damage, hits low. Crouching sweep, knocks standing opponents down when hit, really good reach but bad recovery. Use this move with caution.
j. A - 45(40) damage, hits overhead. A jump light punch, that points downward. Good for jump-ins.
j. B - 45(40) damage, hits overhead. A jump light kick, has good horizontal reach. Useful for air-to-air zoning and for jumping neutral to keep opponents out and away.
j. C - 72(70) damage, hits overhead. Heavy punch in the air, short reach with good hitstun. Useful jumping in because it aims downward. More useful for hopping pressure.
j. D - 70(68) damage, hits overhead. Good range, good for jump-ins and ground to air jumping.
CD - 75 damage, whiff/cancel-able, hits mid. A quick shoulder tackle with mediocre reach but high priority. Can be used to Kara cancel into his command grab, though this is difficult with the regular version so use EX for its extended range.
j. CD - 90(80) damage, hits mid. Jump to two handed attack, knocks back opponents when done air to air. But best to be used for hopping jump-ins.
GCCD: Guard Cancel Blowback Attack
Sakahagi = b/f + C/D close - 100 damage, can be broken, does not cause hard knockdown. A simple grab then scratch.
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
- Hit Detection: Mid
- Damage: 30+45
Yuri Ori = in air b+B - Iori's famous "taco" command crossup. Delivers enormous hitstun when it connects, making it all but guaranteed to combo off of. When performed off a backdash, Iori will quickly leap backwards a large distance, giving him extreme speed and maneuverability to space himself for hit and run tactics. The downside is the more often it's done, the more likely Iori is to corner himself.
- Hit Detection: Mid
- Damage: 55
Kui = df+C - An overhead haymaker. It's an overhead, except when cancelled into. Useful for Hail-Mary overheads into DMs or for activating into HD. It's also Iori's highest damage link option off cl.C, but it has a large amount of pushback, so regular Shogetsus will whiff when cancelled off it.
- Cancel-able if cancelled into (Super cancel-able only if input alone)
- Hit Detection: Overhead (by itself)/Mid (cancelled into)
- Damage: 70
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: Mid
- 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. Qcb+C has a small amount of invincibility at its start-up, which is good enough to pass through an opponents low light kick.
(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: Mid
- 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. Both are fairly safe on block when connecting at max range, but can be punished by grabs, fast normals or specials if they connect too deep.
(EX) = qcb+BD - Invincibility at start-up and does an extra hit
- Drive/Super Cancel-able
- Hit Detection: Mid
- Damage: 60/70x2
Tsuchitsubaki = (hcf+P) close - A command grab which slams the opponents hard onto the ground in which 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
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. The Maiden Masher is not what it used to be, as it no longer goes "underneath" basic projectiles like it used to in the earlier games. The last hits are unscaled guaranteed damages (in bold).
(EX) = qcf hcb+AC - More invincible/faster start-up and does more hits.
- Max Cancellable
- Hit Detection: Mid
- Damage: 0+8x2+12x5+120/0+10x3+16x8+150
Yatagarasu = qcfx2+BD - Iori drags his hand on the ground then proceeds to do a huge claw slash to his opponent with a bloody, shadowy background. One of the best anti-air Neomaxes in the game as it covers 1/3rd of the screen and connects in front, above, and partially behind his head, though the damage is dependent on the distance and how solidly it hits.
- Hit Detection: Mid
- Damage: 80+80x5
QCF = Quarter Circle Forward
QCB = Quarter Circle Backward
HCB = Half Circle Backward
HCF = Half Circle Forward
DP = Forward Down Down-Forward
DC = Drive Cancel
HD = HD Activate
MC = Max Cancel
P = A or C
- For combos that call for qcb+A x2 after a drive cancel, omit one for easier execution.
- Connecting specials after f+A (2) is sometimes depth dependent. Use a single f+A if you're not very close.
No Stock, No Drive Gauge -
[command grab to corner] hcf+P, dp+C, qcb+B, qcb+A, cl.C - (280 damage, reset)
cl.C, f+A (1), dp+C, qcb+A, cl.C - (270 damage, corner only, reset, whiffs vs crouchers)
cl.C, f+A (2), qcb+C, cl.C - (256 damage, corner only, reset)
cl.C, f+A (1), qcb+C, d+D or dp+A - (232/216 damage)
cl.C, df+C, qcb+B - (190 damage)
cr.B, cr.A, f+A (1), qcb+C, d+D or dp+A - (206/191 damage)
cr.B, cr.A, f+A (2), qcb+B - (166 damage)
No Stock, 1+ Drive Gauge -
[command grab to corner] hcf+P, dp+C, qcb+B, qcb+A, dp+A, (DC) qcb+D, qcb+A, cl.C - (393 damage, reset)
cl.C, f+A (2), qcb+C, dp+A (DC) qcb+D, qcb+A, cl.C - (369 damage, corner only, reset)
cr.B, cr.A, f+A (2), qcb+C, dp+A (DC) qcb+D, qcb+A, cl.C (333 damage, corner only, reset)
cr.B, cr.A, f+A (1), qcb+B (DC) hcf+P, run forward, dp+C - (227 damage)
1 Stock, No Drive Gauge -
[command grab to corner] hcf+P, dp+C, qcb+B, qcb+A, qcf hcb+P - (405 damage, hard knockdown)
cl.C, f+A (1), dp+C, qcb+A, qcf hcb+P - (395 damage, corner only, hard knockdown, whiffs vs crouchers)
cl.C, df+C, qcb+AC, qcb+A x2, cl.C - (393 damage, corner only, reset)
cl.C, f+A (1), qcb+C, qcf hcb+P - (345 damage, hard knockdown)
cr.B, cr.A, f+A (2), qcb+AC, qcb+A x2, cl.C - (341 damage, corner only, reset)
cr.B, cr.A, f+A (1), qcb+C, qcf hcb+P - (323 damage, hard knockdown)
hcf+P, run forward, dp+C, qcf hcb+P - (305 damage, hard knockdown)
df+C, qcf hcb+P - (259 damage, overhead, hard knockdown)
1 Stock, 1+ Drive Gauge -
[command grab to corner] hcf+P, dp+C, qcb+B, qcb+A, dp+A (DC) qcb+D, qcb+A, qcf hcb+P - (513 damage, hard knockdown)
cl.C, df+C, qcb+AC, qcb+A x2, dp+A (DC) qcb+D, qcb+A x2, cl.C - (495 damage, corner only, reset)
cl.C, f+A (2), qcb+C, dp+A (DC) qcb+D, qcb+A, qcf hcb+P - (489 damage, corner only, hard knockdown)
cl.C, df+C, qcb+BD, qcb+A, dp+A (DC) qcb+D, qcb+A x2, cl.C - (484 damage, corner only, reset)
cl.C, df+C, dp+A (DC) qcb+D, qcb+A, qcf hcb+P - (461 damage, corner only, hard knockdown)
cl.C, df+C, qcb+B (DC) hcf+AC, run forward, dp+C, qcb+B - (337 damage)
cr.B, cr.A, f+A (2), qcb+C, dp+A (DC) qcb+D, qcb+A, qcf hcb+P - (456 damage, corner only, hard knockdown)
cr.B, cr.A, f+A (2), qcb+BD, qcb+A, dp+A (DC) qcb+D, qcb+A x2, cl.C - (413 damage, corner only, reset)
cr.B, cr.A, f+A (1), qcb+B, (DC) hcf+P, run forward, dp+C, qcf hcb+P - (397 damage, hard knockdown)
2 Stock, No Drive Gauge -
df+C, qcf hcb+AC - (367 damage, overhead, hard knockdown)
cl.C, f+A (1), dp+C, qcb+A, qcf hcb+AC - (485 damage, corner only, hard knockdown, whiffs vs crouchers)
cl.C, df.C, qcb+AC, qcb+A x2, qcf hcb+P - (514 damage, corner only, hard knockdown)
cl.C, f+A (2), qcb+C, qcf hcb+AC (471 damage, hard knockdown)
cl.C, f+A (1), hcf+AC, run forward, dp+C, qcf hcb+P (383 damage, hard knockdown)
cr.B, cr.A, f+A (2), qcb+C, qcf hcb+AC (439 damage, hard knockdown)
2 Stock, 1+ Drive Gauge -
cl.C, df+C, qcb+AC, qcb+A x2, dp+A (DC) qcb+D, qcb+A x2, qcf hcb+P - (622 damage, corner only, hard knockdown)
cl.C, df+C, qcb+BD, qcb+A, dp+A (DC) qcb+D, qcb+A x2, qcf hcb+P - (604 damage, corner only, hard knockdown)
cl.C, f+A (1), dp+C, qcb+A, dp+A (DC) qcb+D, qcb+A x2, qcf hcb+AC - (596 damage, corner only, hard knockdown, whiffs vs crouchers)
cl.C, df+C, dp+AC (DC) qcb+C, qcb+B, qcb+A, qcf hcb+P - (571 damage, corner only, hard knockdown)
cl.C, f+A (1), qcb+C, dp+A (DC) qcb+D, qcf hcb+AC - (520 damage, hard knockdown)
cl.C, df+C, qcb+BD (DC) dp+C, qcf hcb+P - (495 damage, hard knockdown)
Hyper Drive Combos
- Most HDs can be activated off cr.B, cr.A, f+A or df+C at the expense of damage.
- Most can be made to use more or less meter (e.g. using an EX DP or a level 2 DM instead of level 1 or forfeiting a DM to go straight into Neomax)
j.C, cl.C, df.C (HD) cl.C, df.C, dp+A (DC) qcb+B (DC) dp+C, qcb+B (DC) dp+C, qcb+B (DC) dp+C, qcb+B, qcb+A, dp+A (DC) qcb+D, qcb+A, qcf hcb+P - (820 damage, corner only, carries 1/3rd of screen) 
j.C, cl.C, df+C (HD) cl.C, df+C, dp+A (DC) qcb+A (DC) dp+C, (qcb+A (DC) dp+C)x3, qcb+A, qcfx2+BD (corner only)
j.C, cl.C, df+C (HD) cl.C, df+C, qcb+AC (DC) dp+C, (qcb+B (DC) dp+C)x4, qcb+B, qcb+A, qcf hcb+P (corner only)
j.C, cl.C, df+C (HD) cl.C, df+C, qcb+B (DC) qcb+C (perform 4x), qcfx2+BD - (788 damage, anywhere)
j.C, cl.C, df+C (HD) cl.C, df+C, qcb+B (DC) qcb+C (perform 2x), dp+A (DC) qcb+D, qcb+A, dp+A (DC) qcb+D, qcb+A (DC) qcfx2+BD - (838 damage, corner only, half-screen carry)
j.C, cl.C, df+C (HD) cl.C, df+C, qcb+B (DC) qcb+C (DC) dp+C, qcb+B (DC) dp+C, qcb+B (DC) dp+C, qcb+B, qcb+A, dp+A (DC) qcfx2+BD - (875 damage, corner only, carries 1/3rd of screen) 
j.C, cl.C, df+C (HD) cl.C, df+C, qcb+B (DC) qcb+C (DC) qcb+B (DC) qcb+C, dp+A (DC) qcb+D, qcf hcb+P (MC) qcfx2+BD - (919 damage, anywhere - add a qcb+A if it carries to the corner before DMing for 94%)
j.C, cl.C, df+C (HD) cl.C, df+C, dp+A (DC) qcb+B (DC) dp+C, qcb+B (DC) dp+C, qcb+B (DC) dp+C, qcb+B, qcf hcb+P (MC) qcfx2+BD - (1003 damage, corner only, carries 1/3rd of screen)
j.C, cl.C, df+C (HD) cl.C, df+C, dp+A (DC) qcb+B (DC) dp+C, df+C, dp+C, qcb+B (DC) dp+C, qcb+B, qcb+A, qcf hcb+P (MC) qcfx2+BD - (1027 damage, corner only, carries 1/3rd of screen) 
hcf+AC, short hop forward into activation (whiff), dp+A (DC) qcb+D, qcf hcb+P (MC) qcfx2+BD - (751 damage)
j.C, cl.C, df+C (HD) cl.C, df+C, qcb+B (DC) qcb+C (DC) qcb+B (DC) hcf+AC, run forward, df+C, dp+A (DC) qcb+D, qcf hcb+P (MC) qcfx2+BD - (939 damage) 
j.C, cl.C, df+C (HD) cl.C, df+C, qcb+B (DC) qcb+C (DC) dp+C, qcb+B (DC) dp+C, qcb+B (DC) dp+AC, qcf hcb+P (MC) qcfx2+BD - (1010 damage, corner only, carries 1/3rd of screen) 
- 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
- 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.
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.
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.
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.
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.
- 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.
- 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.
- This is not a easy match for Iori. Stay at mid range as much as possible.
Iori Yagami (Claw)
Iori Yagami (Flame)
Kyo Kusanagi (XIII) (mirror match)
Kyo Kusanagi (NESTS)
- 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.
- 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!
|st.CD||75||10||15||-1||Hit with the tip for +4 on guard|
|Yumebiki(1) = f+A||30||4||9||-5|
|Kui = df+C||70||6||21||-2|
|Yuriori = air b+B||55||4||5||-||-18 on guard,+20 on hit|
|Sakahagi = b/f+C/D||100||0||1||-|
|A Nueuchi = dp+A||60||6||4||-21|
|C Nueuchi = dp+C||75||6||14||-9|
|A Shogetsu(1) = qcb+A||25||3||11||-|
|C Shogetsu(2),(2) = qcb+C||40||4||18||-2|
|Akegarasu = qcb+K||60||6||17,21||-4,-2|
|Tsuchitsubaki = close hcf+P||50||0||9||-||Whiff 38|
|EX Nueuchi(1) = dp+AC||65||0||4||-|
|EX Shogetsu(1) = qcb+AC||70||0||18||-|
|EX Akegarasu(1) = qcb+BD||70||-||18||-|
|EX Tsuchitsubaki = close hcf+AC||50||0||5||-|
|Maiden Masher(1) = qcf~hcb+P||0||0||35(6)||-||Freeze 29|
|EXMaiden Masher(1) = qcf~hcb+AC||0||0||33(4)||-||Freeze 29|
|EX Maiden Masher(5-12)||16||0||-||-|
|EX Maiden Masher(13)||150||0||-||-17|
|Yatagarasu(1) = qcfx2+BD||80||0||57(6)||-||Freeze 51|
Iori Basic Tutorial
Truly Ambiguous Crossup
Iori Hit Boxes
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