The King of Fighters XIII/Iori: Difference between revisions

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*Geshiki Kui (df+C) has a larger hitbox than before. It is easier to connect it after Tsuchitsubaki (hcf+P).
*Geshiki Kui (df+C) has a larger hitbox than before. It is easier to connect it after Tsuchitsubaki (hcf+P).
*Heavy Shogetsu (qcb+C) moves forward more. It combos in most situations after close C > Yumebiki (f+A,A). Previously, it would only combo from close C > f+A.
*Heavy Shogetsu (qcb+C) moves forward more. It combos in most situations after close C > Yumebiki (f+A,A). Previously, it would only combo from close C > f+A.
*EX Shogetsu (qcb+AC) no longer has full invinciblity. However, it still has lower-body invincibility.
*Heavy Akegarasu (qcb+D) has faster recovery on block. It can't be punished with normal moves.
*Yaotome (including EX) (qcf hcb+P) can't be rolled out of after it hits.
*Yaotome (including EX) (qcf hcb+P) can't be rolled out of after it hits.
*EX Shogetsu (qcb+AC) no longer has invinciblity. However, it still has lower-body invincibility.
*Heavy Akegarasu (qcb+D) has less recovery when blocked. It can't be punished with normal moves.


== Strategy ==
== Strategy ==

Revision as of 00:58, 10 November 2011

The King of Fighters XIIIKOFXIIILogo.png
The King of Fighters XIII/System GuideThe King of Fighters XIII#Game ElementsThe King of Fighters XIII#CharactersThe King of Fighters XIII/SystemsThe King of Fighters XIII#Fun StuffThe King of Fighters XIII/StrategyMvC3HeaderButtons.png



Iori Yagami

KOFXIII-Iori Face.png

In a nutshell

Traditionally, Iori has the been the kind of character that as most if not all of the tools at his disposal. With the change of his moveset in King of Fighters XII and XIII, Iori has been focused into rushdown character with stronger "inside" mix-ups at the expense of his ability to zone and space against opponents with his projectile. Overall, his normals have remained the same and his close game is complemented with a new, better overhead attack and an Orochi Yashiro-like (from King of Fighters 97/98) command grab that gives Iori hit-reset mix ups that are hard to read. To newer players, one could liken this kind of mix up to Sakura's EX Shunpukyaku hit-reset mix up in the Street Fighter IV series, but with heightened dynamics. Essentially, Iori is dangerous up close and is able to confirm into easy, damaging combos from a single mix-up all while retaining some form of defense with his good grounded and aerial normal attacks.


Video Walkthrough

Move List

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light Punch
kof.lp
30
Close Light Punch
Close kof.lp
25
chaincancel cancel
Standing Light Kick
kof.lk
30
Close Light Kick
Close kof.lk
30
low cancel
Standing Heavy Punch
kof.sp
80
specialcancel
Close Heavy Punch
Close kof.sp
70
1st hitbox: cancel
Standing Heavy Kick
kof.sk
80
Close Heavy Kick
Close kof.sk
70
Crouching Light Punch
d + kof.lp
25
cancel
Crouching Light Kick
d + kof.lk
30
low chaincancel
Crouching Heavy Punch
d + kof.sp
70
cancel
Crouching Heavy Kick
d + kof.sk
80
low softknockdown
Blowback Attack
kof.sp + kof.sk
75
softknockdown specialcancel
Jumping Light Punch
Air kof.lp
Jump: 45
Hop: 40
high
Jumping Light Kick
Air kof.lk
Jump: 45
Hop: 40
high
Jumping Heavy Punch
Air kof.sp
Jump: 72
Hop: 70
high
Jumping Heavy Kick
Air kof.sk
Jump: 70
Hop: 68
high
Jumping Blowback Attack
Air kof.sp + kof.sk
Jump: 90
Hop: 80
softknockdown

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
Gaishiki: Yumebiki
f + kof.lp , kof.lp
30+45
1st and 2nd hit: specialcancel
Gaishiki: Yuriori
b + kof.lk
55
aironly
Gaishiki: Kui
df + kof.sp
70
high supercancel
Gaishiki: Kui (canceled-into)
df + kof.sp
70
specialcancel

Throw

Name
Command
Damage
Special Properties (glossary)
Sakahagi
f or b + kof.sp or kof.sk (while close)
100
throw softknockdown

Special Moves

Name
Command
Damage
Special Properties (glossary)
104 Shiki : Nueuchi
dp + p
kof.lp : 60
kof.sp : 75
ex : 65×3
softknockdown startupinv drivecancel
401 Shiki : Shogetsu
qcb + p
kof.lp : 25+40
kof.sp : 40×2
ex : 60+80
drivecancel
2nd hit: softknockdown
ex : startupinv
129 Shiki : Akegarasu
qcb + k
k : 60
ex : 60×3
drivecancel
ex : projectileinv
203 Shiki : Tsuchitsubaki
hcf + p
50
throw softknockdown startupinv

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Kin 1211 Shiki: Ya Otome
qcf hcb + p
p : 0+8×2+12×5+120
ex : 0+10×3+16×8+150
startupinv softknockdown maxcancel
Kin 1218 Shiki : Yatagarasu
qcf qcf + kof.lk + kof.sk
80×7
softknockdown

Console Changes

  • Geshiki Kui (df+C) has a larger hitbox than before. It is easier to connect it after Tsuchitsubaki (hcf+P).
  • Heavy Shogetsu (qcb+C) moves forward more. It combos in most situations after close C > Yumebiki (f+A,A). Previously, it would only combo from close C > f+A.
  • EX Shogetsu (qcb+AC) no longer has full invinciblity. However, it still has lower-body invincibility.
  • Heavy Akegarasu (qcb+D) has faster recovery on block. It can't be punished with normal moves.
  • Yaotome (including EX) (qcf hcb+P) can't be rolled out of after it hits.

Strategy

Move Analysis

Normal Moves

Unique Attacks

Throw

Special Moves

Desperation Moves

Tips and Tricks

Combos

0% Drive

0-2 Bar

  • cr.B cr.A f+A
    • xx dp+C - (143, 16)
      • qcf hcb+AC - (413, 16)
    • xx qcf hcb+P - (262, 10)
  • (corner only) cr.B cr.A f+A xx dp+C, qcb+A
    • cl.A - (210, 25)
    • qcf hcb+P - (363, 22)
    • qcf hcb+AC - (452, 22)
  • cl.C df+C
    • xx dp+C - (203, 17)
    • xx qcf hcb+P - (320, 11)
    • xx qcb+BD, qcf hcb+P - (435, 11)
  • (corner only) cl.C f+A xx dp+C, qcb+A
    • cl.A - (236, 26)
    • qcf hcb+P - (395, 23)
    • qcf hcb+AC - (485, 23)
  • hcf+P
    • j.CD - (135, 8)
    • (corner only) dp+C, dp+A, dp+A - (226, 23)
    • dash, dp+C, qcf hcb+P - (305, 6)
    • dash, dp+C, qcf hcb+AC - (410, 6)

1-3 Bar

  • (corner only) cl.C df+C xx qcb+BD, qcb+A
    • cl.A - (325, 20)
    • qcf hcb+P - (478, 17)
    • qcf hcb+AC - (567, 17)

2 Bar

  • cl.C f+A xx qcb+C, qcf hcb+AC - (438, 19)
  • qcb+AC, qcf hcb+P - (320)
  • qcb+BD, qcf hcb+P - (320)

50% Drive

0 Bar

  • cl.C f+A xx qcb+B (DC) hcf+P

0-2 Bar

  • (corner only) cl.C f+A xx dp+C, qcb+A (1) (DC) dp+C, qcb+B, qcb+A
    • cl.A - (349, 41)
    • qcf hcb+P - (497, 38)
    • qcf hcb+AC - (574, 38)

100% Drive

0-2 Bar

  • (corner only) cl.C df+C (HD) cl.C df+C xx dp+A (HDC) [qcb+B (HDC) dp+C] x 5, qcb+B, qcb+A
    • cl.A - (690, 32)
    • qcf hcb+P - (843, 29)
    • qcf hcb+AC - (879, 29)

1 Bar

  • cl.C df+C (HD) cl.C df+C xx [qcb+B (HDC) qcb+C (1) (HDC)] x 3, qcb+B (HDC) hcf+P, dash, dp+C, qcf hcb+P - (672, 11)

4 Bar

  • (corner only) cl.C df+C (HD) cl.C df+C xx dp+A (HDC) [qcb+B (HDC) dp+C] x 3, qcb+B, qcf hcb+P (MC) qcf qcf+BD - (982, 11)

Basic Strategy

Offense

  • Do shit

Defense

  • Block

Advanced Strategy

Frame Data