

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.
To select EX Iori, just hit Back or Select on Normal Iori after downloading him.
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
kof.sp / ex : startupinv
ex : 4+130
ex : otg
kof.sp : 30+45+90
ex : 50+70+80
2nd hit: softknockdown
3rd hit: high hardknockdown
ex : startupinv
kof.sp : 70
ex : 50+4×6
Desperation Moves
ex : 0+20×2+40×4+20 +25×4+50
p : softknockdown
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 (
+
) - A purple DP similar to Kyo's. The
version hits once and comes out faster though it lacks any invulnerability.
version hits three times and can be Drive Canceled on the second hit and it's fully invuln on startup. Iori travels almost directly upward with little horizontal range so take that into consideration when comboing or anti-airing with either version. Iori's main reversal threat and an alright anti-air option if done against a jump.
- 212 Shiki: Kototsuki In (
+
) - A running attack similar to Kyo's (
+
). This attack wont combo from light attacks or (
+
) so it can be tricker to confirm into, though the knockdown gives Iori the most advantage time out of all his specials. This can be Drive Canceled on the first hit when Iori initially touches the opponent, as otherwise he'll slam them down. The light version travels 3/4 the screen and the heavy one goes all the way across the screen, though both have idential startup and recovery times and this move is unsafe on block.
212 Shiki: Kototsuki In (
+
+
) - Iori goes directly into the downward grabbing animation, though this still isn't a command grab. Doesn't combo from many normals, but instead functions as an OTG move that most easily connects in the corner after (
+
×3 ) to add on more damage at the end of a combo for finishing off the opponent.
- 217 Shiki: Aoihana (
+
×3) - Iori's Rekka. Almost essential to his combos since they'll connect from just about any attack and go into a nice hard knockdown. The third hit is an overhead though it's really unsafe on block, but it still gives Iori a gimmick option of delaying into the final hit to counter an attempt to punish the second rekka.
version starts up really fast, combos from light hits, and can be used as a meterless punishing tool (Iori's light rekka can punish itself on block in a mirror match) due to it's horizontal reach and fast speed. The
series leaves Iori with a little better frame advantage afterward if willing to sacrifice a slight amount of damage. Also, the first rekka is slightly safer on block and can only be punished by fast, horizontal attacks which will usually cost the opponent meter though some characters can punish with sweeps or quick light attacks. Just remember that the second and third hits are completely unsafe on block, so don't continue the series if the first hit's blocked.
series is slower and has worse recovery on block, but it's a better option when used off of (
+
) since it travels forward further and has a slight damage increase over the lighter version.
217 Shiki: Aoihana (
+
+
×3) - About as fast as the
series which means this will combo from light hits, but the light rekka is already great for punishing without spending meter. Iori's EX rekka's main draw is that the second hit launches the opponent very high which allows him to link followups instead of going for the knockdown on the third hit. It also has upper body invul, but using it to anti air would be difficult unless you make a psychic hop read. Also, the EX series is much worse on block so try not to throw it out randomly; that's what the
version if for.
- Kuzukaze (
+
) - EX Iori's command grab isn't instant and can be interrupted easily by the opponent's attacks, but it keeps the opponent grounded on hit which allows him to run forward into a Close Heavy Punch combo. Always switches sides with the opponent; can't be used as liberally as in the older games due to the lack of startup invuln, but the opponent should still be worried about getting grabbed into a full combo.
- 108 Shiki: Yamibarai (
+
) - A grounded fireball kinda like Kyo's. EX Iori's projectile really sets him apart from Claw Iori as it gives him a long range poke that encourages the opponent to hop at Iori and from up close it gives Iori a really safe blockstring ender.
version travels slower and recovers faster, but this is still one of the faster projectiles in the game. Doesn't combo from normals from further distances which really adds use for closing out blockstrings since it'll leave a gap that can catch the opponent doing something other than blocking. The
version might be the fastest projectile in the game barring some EX fireballs. This baby moves across the screen at a blazing rate, but the recovery period is much more stiff for Iori so he's more susceptible to being jumped in on if used at a bad time. Iori's greatest poke, often referred to as "the best poke in the game" in older KOF games.
108 Shiki: Yamibarai (
+
+
) - Slow startup, but travels about the same speed as the
verison once out. The delayed startup keeps Iori from comboing into his EX projectile from any normals, so he has to rely on Drive Cancels or playing a strong fireball game to land this. What's great is that on hit the opponent is frozen in place and will take up to seven hits before falling out and so Iori can very easily jump in on the opponent for a combo if it hits.
Desperation Moves
- Kin 1211 Shiki: Yaotome (
+
) - The Maiden Masher. Combos from any cancelable normal and causes a soft knockdown unless canceled into the followup, Ura 316 Shiki: Saika. As with Claw Iori's DM, EX Iori's isn't startup invulnerable and also his hitbox no longer shrinks so there isn't much utility of using this DM raw.
Kin 1211 Shiki: Yaotome (
+
+
) - Comes out faster which allows it to punish a lot of attacks that are usually safe on block by spacing. Despite the faster speed, this still lacks invuln so don't throw it out recklessly. As it happens, Iori's EX DM only does slightly more damage than the normal version canceled into the followup, and by opting for latter option he gains a slightly improved frame advantage afterward so save this version for when its speed makes it necessary.
- Ura 316 Shiki: Saika (Yaotome, then
×4 +
+
) - New followup from Yaotome; costs 1 extra bar of super, cannot be canceled into NeoMax. Iori slashes at the air twice, hitting the opponent, then follows up with a diagonal flame pillar. This adds on about 100 unscaled damage and brings the damage total to about the same level of Iori's EX DM, only this followup leaves Iori with better frame advantage so there isn't much of a downside to doing the followup when sitting on two meter.
- Ura 316 Shiki: Saika (Yaotome, then
- 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 that travel very shortly on the ground in front of him (which can actually nullify projectiles). Like Saika this move cannot be canceled into his NeoMax. Since this does near identical damage as Yaotome, connects in nearly every same instance, and causes a hard knockdown it's Iori's best one bar combo finisher.
- 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. If done raw, this is a flying command grab that reaches 1/2 screen as Iori pounces, but this will still combo when canceled from a normal or special. Iori's invulnerable on startup and his low hop distance could potentially be used to fly over a projectile from mid range, though this would require quick reaction speed.
Tips and Tricks
- Safejumps can be landed after the following moves:
- ...qcb+P x 3
- ...qcb+AC x 3
- ...hcb+K
- ...hcb+BD
- ...qcf,qcf+P
- ...qcf,hcb+P xx qcf,qcf,qcf,qcf+AC
- ...(near corner) qcf,hcb+AC
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)
- (cr.a/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.
- (cr.a/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)
- (cr.a/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)
- j.CD (counter hit) qcf,hcb+P - (309)
- (corner) j.CD (counter hit) qcf,qcf+P - (309)
- Somewhat simple j.CD counterhit combos that spend a meter. Reacting in time for qcf,hcb+P can be difficult but in the corner it's really easy to confirm into qcf,qcf+P since it has to be done late as the opponent's close to the ground so it should be free once you learn to look out for it.
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)
- (cr.a/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 qcb+AC x2, qcfhcb+AC - (457, 7)
- (cr.a/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 2 DC hcb+K - (290, 17)
- (cl.B/cl.A xx) hcbf+P dash cl.C f.A xx qcb+C x 2 DC hcb+K - (270, 15)
Basically gives you the best knockdown for higher damage without using meter. Not too useful overall.
- (jump attack/cl.B) cl.C xx dp+C (2hit) DC hcbf+P dash cl.C f.A xx qcb+C x3 - (352, 36)
- (cl.B/cl.A xx) hcbf+P dash cl.C xx dp+C (2hit) DC hcbf+P dash cl.C f.A xx qcb+C x3 - (328, 36)
Much harder to confirm, but squeeze out more damage.
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 2 SC qcfhcb+P - (360, 17)
- (cl.B/cl.A xx) hcbf+P dash cl.C f.A xx qcb+C x 2 SC qcfhcb+P - (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.
- (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.
- (jump attack/cl.B) cl.C xx dp+C (2hit) DC hcbf+P dash cl.C f.A xx qcfhcb+P - (420, 26)
- (cl.B/cl.A xx) hcbf+P dash cl.C xx dp+C (2hit) DC hcbf+P dash cl.C f.A xx qcfhcb+P - (398, 26)
Highest damage, but again difficult to confirm.
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 2 SC qcfhcb+AC - (438, 17)
- (cl.B/cl.A xx) hcbf+P dash cl.C f.A xx qcb+C x 2 SC qcfhcb+AC - (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, qcfhcb+P - (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, qcfhcb+P - (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, qcfhcb+P - (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, qcfhcb+P - (471, 23)
- (jump attack/cl.B) cl.C xx dp+C (2hit) DC hcbf+P dash cl.C f.A xx qcfhcb+P, qcfx4+AC - (510, 26)
- (cl.B/cl.A xx) hcbf+P dash cl.C xx dp+C (2hit) DC hcbf+P dash cl.C f.A xx qcfhcb+P, qcfx4+AC - (488, 26)
3 Bar
If you are willing to blow 3 bars on non HD combos, its not really worth using the drive midscreen on the easier combos, 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
- (jump attack/cl.B) cl.C xx dp+C (2hit) DC hcbf+P dash cl.C f.A xx qcb+AC x2, qcfhcb+AC - (550, 26)
- (cl.B/cl.A xx) hcbf+P dash cl.C xx dp+C (2hit) DC hcbf+P dash cl.C f.A xx qcb+AC x2, qcfhcb+AC - (518, 26)
If you end in/near the corner, you can do qcfhcb+P, qcfx4+AC to get 578/550 damage instead respectively.
- (near corner, jump attack) cr.B cr.A f.A xx qcb+AC x 2, dp+C (2 hit) DC qcb+A x 2, qcfhcb+P, qcfx4+AC - (548, 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, qcfx4+AC - (589, 23)
- (near corner) st.C xx qcb+AC x 2, dp+C (2 hit) DC qcb+A x 2, qcfhcb+P, qcfx4+AC - (570, 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, qcfhcb+P, qcfx4+AC - (581, 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, qcfhcb+P, qcfx4+AC - (561, 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. Can tag in an extra qcb+A after the last dp+C before the supercancel, but this is difficult and only adds 9 damage.
- (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,] x3 qcfhcb+P, qcfx4+AC - (752, 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,] x3 qcfhcb+P, qcfx4+AC - (751, 11)
Use this if you're over 2/3 from the corner.
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
- Throw fireballs
Neutral/Defense
- Throw more fireballs.
Advanced Strategy
Do some rekkas.