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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. | ||
== Strategy == | == Strategy == |
Revision as of 00:58, 10 November 2011


Iori Yagami
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
Hop: 40
Hop: 40
Hop: 70
Hop: 68
Hop: 80
Unique Attacks
Throw
Special Moves
kof.sp : 75
ex : 65×3
kof.sp : 40×2
ex : 60+80
2nd hit: softknockdown
ex : startupinv
ex : 60×3
ex : projectileinv
Desperation Moves
ex : 0+10×3+16×8+150
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)
- xx dp+C - (143, 16)
- (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