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: Ura 316 Shiki: Saika | Yaotome, then {{nowrap| qcf qcf qcf qcf + kof.lp + kof.sp }} | '''0+10×5+40''' | hardknockdown}} | : Ura 316 Shiki: Saika | Yaotome, then {{nowrap| qcf qcf qcf qcf + kof.lp + kof.sp }} | '''0+10×5+40''' | hardknockdown}} | ||
{{MoveListRow | Ura 1207 Shiki: Yamisogi | qcf qcf + p | 60×2+100 | hardknockdown}} | {{MoveListRow | Ura 1207 Shiki: Yamisogi | qcf qcf + p | 60×2+100 | hardknockdown}} | ||
{{MoveListRow | Ura 1029 Shiki: Homurabotogi | qcb hcf + kof.lp + kof.sp | 480 | hardknockdown | level3}} | {{MoveListRow | Ura 1029 Shiki: Homurabotogi | qcb hcf + kof.lp + kof.sp | 480 |startupinv throw hardknockdown | level3}} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Revision as of 18:05, 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 is absolutely amazing, and his combos can deal massive amounts of damage both with and without meter. XIII definitely succeeds in recreating the feel of his classic self: easy to use, not so much in utilizing him to his full 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 : (30+40)×3+50
ex : 4+130
ex : otg
kof.sp : 30+45+90
ex : 50+70+80
2nd hit: softknockdown
3rd hit: high hardknockdown
ex : 50+4×6
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 (
+
) - Similar to Kyo's DP. EX version acts like a Shoryureppa and does 3 in a row.
- 212 Shiki: Kototsuki In (
+
) - Similar to Kyo's (
+
). EX version does not travel, but rather acts as an instant grab.
- 217 Shiki: Aoihana (
+
×3) - Iori's Rekka. Almost essential to his combos. EX version can be canceled into from regular Rekkas and can put the opponent in a juggle state.
- Kuzukaze (
+
) - Command grab, same as Regular Iori's. Switches sides with the opponent.
- 108 Shiki: Yamibarai (
+
) - Similar to Kyo's fireball. EX version travels slower, but when it hits the opponent, they will be stunned momentarily. Fastest fireball in the game.
Desperation Moves
- Kin 1211 Shiki: Yaotome (
+
) - The Maiden Masher. Same as Regular Iori's until the last hit.
- Ura 1207 Shiki: Yamisogi (
×2 +
) - Non-Maiden Masher version of Saika. Instead of slashing at the air, Iori slashes with two flames in his hands. Like Saika this move cannot be canceled into his NeoMax.
- Ura 1029 Shiki: Homurabotogi (
+
+
) - Only MAX Cancelable from normal or EX Maiden Masher, and possibly the most powerful NeoMax in the game. Iori turns into Orochi Iori, roars and/or laughs like a maniac, then pounces on you, chokes you, and then creates a large, fiery explosion that sends you flying.
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 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 - (276, 10)
- (jump attack/cl.B) cl.C f.A xx qcfqcf+P - (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 qcfqcf+A 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)
2 Bar
- (jump attack) cr.B cr.A f.A xx qcfhcb+AC - (366, 10)
- (jump attack/cl.B) cl.C f.A xx qcfhcb+AC - (396, 11)
- (crossup jump attack) cl.B f.A f.A xx qcfhcb+AC - (399, 13)
- st.C xx qcfhcb+AC - (369, 7)
- (cl.B/cl.A xx) hcbf+P dash cl.C f.A xx qcbhcf+AC - (379, 11)
Basic SDM combos. Iori's qcfx4+AC addon to regular qcfhcb+P DM does about 2 damage less than SDM, but you get more knockdown time, so you may find it more useful.
3 Bar
- (jump attack) cr.B cr.A f.A xx qcb+AC x2, qcfhcb+AC - (442, 10)
- (jump attack/cl.B) cl.C f.A xx qcb+AC x2, qcfhcb+AC - (478, 11)
- (crossup jump attack) cl.B f.A f.A xx qcb+AC x2, qcfhcb+AC - (475, 13)
- st.C xx qcfhcb+AC - (457, 7)
- (cl.B/cl.A xx) hcbf+P dash cl.C f.A xx qcb+AC x2, qcfhcb+AC - (455, 11)
More basic EX juggle > SDM combos. Highest damage without drive.
50% Drive
0 Bar
- (jump attack) cr.B cr.A f.A xx qcb+C x 2 DC hcb+K - (257, 14)
- (jump attack/cl.B) cl.C f.A xx qcb+C x 2, DC hcb+K - (288, 15)
- st.C xx qcb+C x 2, DC hcb+K - (260, 11)
- (crossup jump attack) cl.B f.A f.A xx qcb+C x 3 - (290, 17)
- (cl.B/cl.A xx) hcbf+P dash cl.C f.A xx qcb+C x 3 - (270, 15)
Basically gives you the best knockdown for higher damage without using meter. Not too useful overall.
1 Bar
- (jump attack) cr.B cr.A f.A xx qcb+C x 2 SC qcfhcb+P - (327, 14)
- (jump attack/cl.B) cl.C f.A xx qcb+C x 2 SC qcfhcb+P - (353, 15)
- st.C xx qcb+C x 2, SC qcfqcf+P - (325, 11)
- (crossup jump attack) cl.B f.A f.A xx qcb+C x 3 - (360, 17)
- (cl.B/cl.A xx) hcbf+P dash cl.C f.A xx qcb+C x 3 - (340, 15)
Basic supercancel combos. They don't add too much damage though. Due to the buffer of the game, trying to do dp+C DC qcf+AC is basically impossible so these combos are your highest damage options midscreen.
- (near corner, jump attack) cr.B cr.A f.A xx qcb+AC x 2, dp+C (2 hit) DC qcb+A x 2, dp+C - (368, 33)
- (near corner, jump attack/cl.B) cl.C f.A xx qcb+AC x 2, dp+C (2 hit) DC qcb+A x 2, dp+C - (408, 34)
- (near corner) st.C xx qcb+AC x 2, dp+C (2 hit) DC qcb+A x 2, dp+C - (390, 30)
- (near corner, crossup jump attack) cl.B f.A f.A xx qcb+AC x 2, dp+C (2 hit) DC qcb+A x 2, dp+C - (401, 36)
- (cl.B/cl.A xx) hcbf+P (must throw them into/near the corner) dash cl.C f.A xx qcb+AC x 2, dp+C (2 hit) DC qcb+A x 2, dp+C - (381, 34)
Could choose to reset with a cl.C or st.A instead of dp+C ender for a potential mixup.
2 Bar
- (jump attack) cr.B cr.A f.A xx qcb+C x 2 SC qcfhcb+AC - (405, 14)
- (jump attack/cl.B) cl.C f.A xx qcb+C x 2 SC qcfhcb+AC - (439, 15)
- st.C xx qcb+C x 2, SC qcfhcb+AC - (415, 11)
- (crossup jump attack) cl.B f.A f.A xx qcb+C x 3 - (438, 17)
- (cl.B/cl.A xx) hcbf+P dash cl.C f.A xx qcb+C x 3 - (418, 15)
Basic SDM supercancels midscreen.
- (near corner, jump attack) cr.B cr.A f.A xx qcb+AC x 2, dp+C (2 hit) DC qcb+A x 2, dp+C - (458, 22)
- (near corner, jump attack/cl.B) cl.C f.A xx qcb+AC x 2, dp+C (2 hit) DC qcb+A x 2, qcfhcb+P - (499, 23)
- (near corner) st.C xx qcb+AC x 2, dp+C (2 hit) DC qcb+A x 2, dp+C - (480, 19)
- (near corner, crossup jump attack) cl.B f.A f.A xx qcb+AC x 2, dp+C (2 hit) DC qcb+A x 2, dp+C - (491, 25)
- (cl.B/cl.A xx) hcbf+P (must throw them into/near the corner) dash cl.C f.A xx qcb+AC x 2, dp+C (2 hit) DC qcb+A x 2, dp+C - (471, 23)
3 Bar If you are willing to blow 3 bars on non HD combos, its not really worth using the drive midscreen, as Iori's EX rekka to SDM combo is only improved by barely 20 damage with drive. If you really want to do it, combo would look like any starter xx qcb+C x2 DC qcb+AC x2, qcfhcb+AC
- (near corner, jump attack) cr.B cr.A f.A xx qcb+AC x 2, dp+C (2 hit) DC qcb+A x 2, dp+C - (516, 22)
- (near corner, jump attack/cl.B) cl.C f.A xx qcb+AC x 2, dp+C (2 hit) DC qcb+A x 2, qcfhcb+P - (561, 23)
- (near corner) st.C xx qcb+AC x 2, dp+C (2 hit) DC qcb+A x 2, dp+C - (548, 19)
- (near corner, crossup jump attack) cl.B f.A f.A xx qcb+AC x 2, dp+C (2 hit) DC qcb+A x 2, dp+C - (549, 25)
- (cl.B/cl.A xx) hcbf+P (must throw them into/near the corner) dash cl.C f.A xx qcb+AC x 2, dp+C (2 hit) DC qcb+A x 2, dp+C - (529, 23)
100% Drive
All HD combos could be started from cr.B cr.A f.A instead for a low, f.B for an overhead, or hcbf+P for from a command grab.
2 Bar
- (jump attack/cl.B) cl.C f.A HD cl.C xx [dp+C (2hit) hcb+K/qcb+C] x3 HDC dp+C SC qcbhcf+AC - (702, 11)
Delay your cl.C to be as close as possible to make sure to land this combo. qcb+C is easier to input than hcb+K but due to the super shortcut you might get accidental super. Both do the same damage, so choose as you want.
3 Bar
- (jump attack/cl.B) cl.C f.A HD cl.C f.A xx qcb+C x2 HDC dp+C (2hit) HDC qcb+C/A(depends on if you are in corner or not) x2, dp+C (2hit) qcb+A x2, qcfhcb+P, Max Cancel last hit qcbhcf+AC - (825, 11)
This combo will work till you are further than 2/3 from the corner. Your second qcb+P will have to be C if you are not yet in the corner, and A if you are. The dp+C HDC qcb+A x2's must be quite heavily delayed to make sure they both hit correctly, and the linked dp+C after has to be delayed till they are close to the ground.
- (jump attack/cl.B) cl.C f.A HD cl.C xx dp+C (2hit) HDC hcbf+P dash cl.C f.A xx qcb+C x2 HDC dp+C (2hit) HDC qcb+A x2, qcfhcb+P, Max Cancel last hit qcbhcf+AC - (824, 11)
Use this if you're over 2/3 from the corner.
Basic Strategy
Offense
Neutral/Defense
Advanced Strategy
do some rekkas