The King of Fighters XIII/EX Iori

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Iori with the Power of Flames

KOFXIII-EX Iori Face.png

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

http://www.youtube.com/watch?v=fhTVUVQ3F-I

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
cancel
Standing Heavy Punch
kof.sp
70
specialcancel
Close Heavy Punch
Close kof.sp
70
cancel
Standing Heavy Kick
kof.sk
80
Close Heavy Kick
Close kof.sk
70
Crouching Light Punch
d + kof.lp
25
chaincancel 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
40+60
1st and 2nd hit: specialcancel
Gaishiki: Yuriori
b + kof.lk
55
aironly
Gaishiki: Goufu In "Shinigami"
f + kof.lk
70
high supercancel

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)
100 Shiki: Oniyaki
dp + p
kof.lp : ???
kof.sp : 50×2+25
ex : ???
softknockdown drivecancel
212 Shiki: Kototsuki In
hcb + k
k : 30+4+125
ex : 4+130
hardknockdown drivecancel
ex : otg
217 Shiki: Aoihana
qcb + p ×3
kof.lp : ???
kof.sp : 30+45+90
ex : ???
drivecancel
2nd hit: softknockdown
3rd hit: high hardknockdown
Kuzukaze
hcb f + p
0
throw
108 Shiki: Yamibarai
qcf + p
p : 70
ex : 50+4×n

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Kin 1211 Shiki: Yaotome
qcf hcb + p
p : 0+10×2+15×4+20+100
ex : 0+20×2+40×4+20 +25×4+50
p : softknockdown
ex : hardknockdown
Ura 316 Shiki: Saika
Yaotome, then qcf qcf qcf qcf + kof.lp + kof.sp
0+10×5+40
hardknockdown
Ura 1207 Shiki: Yamisogi
qcf qcf + p
60×2+100
hardknockdown
Ura 1029 Shiki: Homurabotogi
qcb hcf + kof.lp + kof.sp
480
hardknockdown

Apprentice Combos

Strategy

Move Analysis

Normal Moves

  • Standing Light Punch (Snka.gif) -
  • Close Light Punch (Close Snka.gif) -
  • Standing Light Kick (Snkb.gif) -
  • Close Light Kick (Close Snkb.gif) -
  • Standing Heavy Punch (Snkc.gif) -
  • Close Heavy Punch (Close Snkc.gif) -
  • Standing Heavy Kick (Snkd.gif) -
  • Close Heavy Kick (Close Snkd.gif) -
  • Crouching Light Punch (Down.gif + Snka.gif) -
  • Crouching Light Kick (Down.gif + Snkb.gif) -
  • Crouching Heavy Punch (Down.gif + Snkc.gif) -
  • Crouching Heavy Kick (Down.gif + Snkd.gif) -
  • Blowback Attack (Snkc.gif + Snkd.gif) -
  • Jumping Light Punch (Air Snka.gif) -
  • Jumping Light Kick (Air Snkb.gif) -
  • Jumping Heavy Punch (Air Snkc.gif) -
  • Jumping Heavy Kick (Air Snkd.gif) -
  • Jumping Blowback Attack (Air Snkc.gif + Snkd.gif) -

Unique Attacks

  • Gaishiki: Yumebiki (Right.gif + Snka.gif, Snka.gif) -
  • Gaishiki: Yuriori (Air Left.gif + Snkb.gif) -
  • ??? (Right.gif + Snkb.gif) -

Throw

  • Sakahagi (Right.gif or Left.gif + Snkc.gif or Snkd.gif [While Close]) -

Special Moves

  • 100 Shiki: Oniyaki (Dp.gif + Punch.gif) -
  • 212 Shiki: Kototsuki In (Hcb.gif + Kick.gif) -
  • 217 Shiki: Aoihana (Qcb.gif + Punch.gif ×3) -
  • Kuzukaze (Hcb.gifRight.gif + Punch.gif) -
  • 108 Shiki: Yamibarai (Qcf.gif + Punch.gif) -

Desperation Moves

  • Kin 1211 Shiki: Yaotome (Down.gifDownright.gifHcb.gif + Punch.gif) -
    • Ura 316 Shiki: Saika (Yaotome, then Qcf.gif×4 + Snka.gif + Snkc.gif) -
  • Ura 1207 Shiki: Yamisogi (Qcf.gif×2 + Punch.gif) -
  • Ura 1029 Shiki: Homurabotogi (Down.gifDownleft.gifHcf.gif + Snka.gif + Snkc.gif) -

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 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)

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.

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. If that's the case, just use the 2 bar one instead. 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.

Basic Strategy

Offense

Neutral/Defense

Advanced Strategy

do some rekkas

Frame Data