m (→Combos) |
m (→0% Drive) |
||
Line 128: | Line 128: | ||
*''(jump attack/cl.B) cl.C f.A xx qcb+C x 3'' - (245, 21) | *''(jump attack/cl.B) cl.C f.A xx qcb+C x 3'' - (245, 21) | ||
*''st.C xx qcb+C x 3'' - (214, 17) | *''st.C xx qcb+C x 3'' - (214, 17) | ||
**Converts far C into bigger damage. | |||
*''(crossup jump attack) cl.B f.A f.A xx qcb+C x 3'' - (250, 23) | *''(crossup jump attack) cl.B f.A f.A xx qcb+C x 3'' - (250, 23) | ||
*''(cl.B/cl.A xx) hcbf+P dash cl.C f.A xx qcb+C x 3'' - (230, 21) | *''(cl.B/cl.A xx) hcbf+P dash cl.C f.A xx qcb+C x 3'' - (230, 21) | ||
Line 138: | Line 139: | ||
Favourable over his ranbu due to better knockdown and slightly more damage. | Favourable over his ranbu due to better knockdown and slightly more damage. | ||
*''(crossup jump attack) cl.B f.A f.A xx qcfhcb+P'' - (307, 13) | *''(crossup jump attack) cl.B f.A f.A xx qcfhcb+P'' - (307, 13) | ||
*''st.C xx qcfqcf+A (A version has longer "suck in" properties than C)'' - (279, 7) | |||
**Converts far C into bigger damage. | |||
*''(cl.B/cl.A xx) hcbf+P dash cl.C f.A xx qcfqcf+A (A version has longer range than C)'' - (289, 11) | |||
**Can do st.C xx qcfhcb+P instead for 30 damage loss but easier. | |||
*''(near corner, jump attack) cr.B cr.A f.A xx qcb+A x 3, hcb+BD (OTG, combo must end in corner) '' - (290, 20) | *''(near corner, jump attack) cr.B cr.A f.A xx qcb+A x 3, hcb+BD (OTG, combo must end in corner) '' - (290, 20) | ||
*''(near corner, jump attack/cl.B) cl.C f.A xx qcb+A x 3, hcb+BD (OTG, combo must end in corner) '' - (324, 20) | *''(near corner, jump attack/cl.B) cl.C f.A xx qcb+A x 3, hcb+BD (OTG, combo must end in corner) '' - (324, 20) | ||
*''(crossup jump attack, near corner) cl.B f.A f.A xx qcb+A x 3, hcb+BD (OTG, combo must end in corner)'' - (323, 23) | *''(crossup jump attack, near corner) cl.B f.A f.A xx qcb+A x 3, hcb+BD (OTG, combo must end in corner)'' - (323, 23) | ||
*''(cl.B/cl.A xx) hcbf+P (must throw them into/near the corner) dash cl.C f.A xx qcb+A x 3, hcb+BD (OTG, combo must end in corner)'' - (303, 21) | |||
=== Basic Strategy === | === Basic Strategy === |
Revision as of 05:51, 7 December 2011


Iori with the Power of Flames
In a nutshell
Ever since Iori's moveset was changed in XII, fans have cried out for their old Iori back. And in XIII their wish was granted in the form of Classic Iori as DLC. For those unfamiliar with the original Iori, he is infamous for dominating the metagame of the most common tournament-played versions of KOF ('98, 2002, and their updated rereleases Ultimate and Unlimited Match) before this game, and for good reason. Iori's mixup game ws absolutely amazing, and XIII succeeds in recreating the feel of his classic self. While easy to use, EX Iori has loads and loads of potential.
Video Walkthrough
Move List
Normal Moves
Hop: 40
Hop: 40
Hop: 70
Hop: 68
Hop: 80
Unique Attacks
Throw
Special Moves
kof.sp : 50×2+25
ex : ???
ex : 4+130
ex : otg
kof.sp : 30+45+90
ex : ???
2nd hit: softknockdown
3rd hit: high hardknockdown
ex : 50+4×n
Desperation Moves
ex : 0+20×2+40×4+20 +25×4+50
ex : hardknockdown
- Ura 316 Shiki: Saika
Apprentice Combos
Strategy
Move Analysis
Normal Moves
- Standing Light Punch (
) -
- Close Light Punch (Close
) -
- Standing Light Kick (
) -
- Close Light Kick (Close
) -
- Standing Heavy Punch (
) -
- Close Heavy Punch (Close
) -
- Standing Heavy Kick (
) -
- Close Heavy Kick (Close
) -
- Crouching Light Punch (
+
) -
- Crouching Light Kick (
+
) -
- Crouching Heavy Punch (
+
) -
- Crouching Heavy Kick (
+
) -
- Blowback Attack (
+
) -
- Jumping Light Punch (Air
) -
- Jumping Light Kick (Air
) -
- Jumping Heavy Punch (Air
) -
- Jumping Heavy Kick (Air
) -
- Jumping Blowback Attack (Air
+
) -
Unique Attacks
Throw
Special Moves
- 100 Shiki: Oniyaki (
+
) -
- 212 Shiki: Kototsuki In (
+
) -
- 217 Shiki: Aoihana (
+
×3) -
- Kuzukaze (
+
) -
- 108 Shiki: Yamibarai (
+
) -
Desperation Moves
- Kin 1211 Shiki: Yaotome (
+
) -
- Ura 1207 Shiki: Yamisogi (
×2 +
) -
- Ura 1029 Shiki: Homurabotogi (
+
+
) -
Tips and Tricks
Combos
0% Drive
0 Bar
- (jump attack) cr.B cr.A f.A xx qcb+C x 3 - (217, 20)
- (jump attack/cl.B) cl.C f.A xx qcb+C x 3 - (245, 21)
- st.C xx qcb+C x 3 - (214, 17)
- Converts far C into bigger damage.
- (crossup jump attack) cl.B f.A f.A xx qcb+C x 3 - (250, 23)
- (cl.B/cl.A xx) hcbf+P dash cl.C f.A xx qcb+C x 3 - (230, 21)
- Can do st.C xx qcb+C x3 instead for 30 damage loss but easier.
You can choose to end any of these combos with qcb+A x 3 instead to secure about 20 less damage but have better knockdown time. Can also choose to ignore f.A and do cl.C hcb+K instead to secure the best possible knockdown for the cost of about 40 damage.
1 Bar
- (jump attack) cr.B cr.A f.A xx qcfqcf+P x 3 - (276, 10)
- (jump attack/cl.B) cl.C f.A xx qcfqcf+P x 3 - (306, 11)
Favourable over his ranbu due to better knockdown and slightly more damage.
- (crossup jump attack) cl.B f.A f.A xx qcfhcb+P - (307, 13)
- st.C xx qcfqcf+A (A version has longer "suck in" properties than C) - (279, 7)
- Converts far C into bigger damage.
- (cl.B/cl.A xx) hcbf+P dash cl.C f.A xx qcfqcf+A (A version has longer range than C) - (289, 11)
- Can do st.C xx qcfhcb+P instead for 30 damage loss but easier.
- (near corner, jump attack) cr.B cr.A f.A xx qcb+A x 3, hcb+BD (OTG, combo must end in corner) - (290, 20)
- (near corner, jump attack/cl.B) cl.C f.A xx qcb+A x 3, hcb+BD (OTG, combo must end in corner) - (324, 20)
- (crossup jump attack, near corner) cl.B f.A f.A xx qcb+A x 3, hcb+BD (OTG, combo must end in corner) - (323, 23)
- (cl.B/cl.A xx) hcbf+P (must throw them into/near the corner) dash cl.C f.A xx qcb+A x 3, hcb+BD (OTG, combo must end in corner) - (303, 21)
Basic Strategy
Offense
Neutral/Defense
Advanced Strategy
do some rekkas