The King of Fighters XIII/Iori

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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 has mostly every type of tool 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.png
30
Close Light Punch
Close Kof.lp.png
25
Chaincancel.png Cancel.png
Standing Light Kick
Kof.lk.png
30
Close Light Kick
Close Kof.lk.png
30
Low.png Cancel.png
Standing Heavy Punch
Kof.sp.png
80
Specialcancel.png
Close Heavy Punch
Close Kof.sp.png
70
1st hitbox: Cancel.png
Standing Heavy Kick
Kof.sk.png
80
Close Heavy Kick
Close Kof.sk.png
70
Crouching Light Punch
D.png + Kof.lp.png
25
Cancel.png
Crouching Light Kick
D.png + Kof.lk.png
30
Low.png Chaincancel.png
Crouching Heavy Punch
D.png + Kof.sp.png
70
Cancel.png
Crouching Heavy Kick
D.png + Kof.sk.png
80
Low.png Softknockdown.png
Blowback Attack
Kof.sp.png + Kof.sk.png
75
Softknockdown.png Specialcancel.png
Jumping Light Punch
Air Kof.lp.png
Jump: 45
Hop: 40
High.png
Jumping Light Kick
Air Kof.lk.png
Jump: 45
Hop: 40
High.png
Jumping Heavy Punch
Air Kof.sp.png
Jump: 72
Hop: 70
High.png
Jumping Heavy Kick
Air Kof.sk.png
Jump: 70
Hop: 68
High.png
Jumping Blowback Attack
Air Kof.sp.png + Kof.sk.png
Jump: 90
Hop: 80
Softknockdown.png

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
Geshiki: Yumebiki
F.png + Kof.lp.png , Kof.lp.png
30+45
1st and 2nd hit: Specialcancel.png
Geshiki: Yuriori
B.png + Kof.lk.png
55
Aironly.png
Geshiki: Kui
Df.png + Kof.sp.png
70
Standalone: High.png Supercancel.png
Canceled into: Specialcancel.png

Throw

Name
Command
Damage
Special Properties (glossary)
Sakahagi
F.png or B.png + Kof.sp.png or Kof.sk.png (while close)
100
Throw.png Softknockdown.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
104 Shiki : Nueuchi
Dp.png + P.png
Kof.lp.png : 60
Kof.sp.png : 75
Ex.png : 65×3
Softknockdown.png Upperbodyinv.png Drivecancel.png
Ex.png : Startupinv.png
401 Shiki : Shogetsu
Qcb.png + P.png
Kof.lp.png : 25+40
Kof.sp.png : 40×2
Ex.png : 60+80
Drivecancel.png
2nd hit: Softknockdown.png
Ex.png : Lowerbodyinv.png
129 Shiki : Akegarasu
Qcb.png + K.png
K.png : 60
Ex.png : 60×3
Drivecancel.png
Ex.png : projectileinv
203 Shiki : Tsuchitsubaki
Hcf.png + P.png
50
Throw.png Softknockdown.png
Ex.png : Startupinv.png

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Kin 1211 Shiki: Ya Otome
Qcf.png Hcb.png + P.png
P.png : 0+8×2+12×5+120
0+10×3+16×8+150
Startupinv.png Hardknockdown.png Maxcancel.png
Ex.png: Startupinv.png
Kin 1218 Shiki : Yatagarasu
Qcf.png Qcf.png + Kof.lk.png + Kof.sk.png
80×7
Hardknockdown.png Startupinv.png

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.
  • Kin 1211 Shiki: Yaotome (including EX) (qcf hcb+P) causes a hard knockdown instead of a soft knockdown.
  • Kin 1218 Shiki : Yatagarasu (qcf qcf+BD) causes a hard knockdown instead of a soft knockdown.

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

  • Geshiki: Yumebiki (Right.gif + Snka.gif, Snka.gif) - A two-part cancelable command normal that combos from Light Attacks. Some attack strings push Iori too far out to even use the second hit, but a cl.C f+A f+A confirm will connect and even allow qcb+C to combo afterward, though due to spacing he wont be able to link his normal Maiden Masher unless in the corner. Ending with the first hit of f+A leaves Iori at a safe position and it cancels nicely, so when in doubt only use one hit of this move.
    • Unlike Downright.gif + Snkc.gif, the recovery is safe and it doesn't push Iori back which lets him combo into Qcb.gif + Snkc.gif which can causes a knockdown and leaves the opponent in the air ready for a followup hit.
  • Geshiki: Yuriori (Air Left.gif+Snkb.gif) - Iori's standard crossup kick, cariñosamente known as a taco due to Iori's leg configuration. Iori always sticks his leg out behind him so it'll really only hit the opponent as a crossup kick. Very fácil to combo off of, and so players will not want to be hit by it. The move has a lot of nuances, so take note:
    • The kick can be blocked high or low, though it's usually more beneficial to block it standing since Iori can't hop over certain standing characters. However, Iori can more use the attack much earlier against standing opponents so he doesn't have to time the kick as late as against a croucher.
    • The hitbox is located down low near Iori's foot, so if done too early the attack can whiff completely.
    • Since Iori's inputs flip when crossing the opponent, jump or hop forward and input F.gif + Snkb.gif to use a taco after crossing up the opponent. One natural downside of this move is that if Iori fails to cross up such as if the opponent is standing, a Jumping Light Kick will come out instead which deals minimal blockstun on top of whiffing crouchers.
      • In rare instances, Iori's Left.gif+Snkb.gif can hit in front of him so it can be used as a jump-in, but the specifics are unknown so just use Jumping Heavy Punch to be safe.
    • Causes massive hitstun or blockstun and sucks the opponent in, so Iori can safely attack afterward.
    • Iori can input this command from a backdash to greatly increase the length of his backdashes which allows him to bait the opponent, make more space to work with, or avoid having the recovery of his normal backdash punished.
  • Geshiki: Kui (Downright.gif + Snkc.gif) - A slow overhead smash that's unique to Claw Iori.
    • When used alone, this move is an overhead that can only be canceled into DMs or HD mode and since the recovery is terrible even on hit, it's best used in combos or when sitting on enough meter to cancel it, or when the raw damage could kill the opponent.
    • Becomes cancelable when canceled into from a normal attack. The thick startup means this move only combos from a Close/Crouching Heavy Punch, but it's also much easier to confirm into HD mode than his F.gif + Snka.gif. One drawback over canceling with this move is that is pushes Iori back so that his Qcb.gif + Snkc.gif move wont combo afterward, so instead use Qcb.gif + Kick.gif which is safer on block, comboable, and Drive Cancelable.
    • Useable in juggle combos since it keeps the opponent in a hittable state. Iori is able to land Hcf.gif + Punch.gif and then walk or run forward into Geshiki: Kui which could then be canceled into Hyper Drive Mode, so Claw Iori is one of the few characters that can land an HD combo from a command grab.

Throw

  • Sakahagi (Right.gif or Left.gif + Snkc.gif or Snkd.gif [While Close]) - Standard normal throw. Tosses the opponent far away from Iori so he can barely get back in on the opponent if they tech the knockdown. Iori can do most any followup setup if the opponent is thrown into the corner.

Special Moves

  • 104 Shiki: Nueuchi (Dp.gif + Punch.gif) -
    • Ex.png 104 Shiki: Nueuchi (Dp.gif + Snka.gif + Snkc.gif) -
  • 401 Shiki : Shogetsu (Qcb.gif + Punch.gif) -
    • Ex.png 401 Shiki : Shogetsu (Qcb.gif + Snka.gif + Snkc.gif) -
  • 129 Shiki : Akegarasu (Qcb.gif + Kick.gif) -
    • Ex.png 129 Shiki : Akegarasu (Qcb.gif + Snkb.gif + Snkd.gif) -
  • 203 Shiki : Tsuchitsubaki (Hcf.gif + Punch.gif) -
    • Ex.png 203 Shiki : Tsuchitsubaki (Hcf.gif + Snka.gif + Snkc.gif) -

Desperation Moves

  • Kin 1211 Shiki: Yaotome (Down.gifDownright.gifHcb.gif + Punch.gif) -
    • Ex.png Kin 1211 Shiki: Yaotome (Down.gifDownright.gifHcb.gif + Snka.gif + Snkc.gif) -
  • Kin 1218 Shiki : Yatagarasu (Qcf.gif×2 + Snkb.gif + Snkd.gif) -

Tips and Tricks

Combos

If a combo starts with cl.C f+A, there are three other ways the combo can be started as well. First you can cr.B cr.A f+A, second, cr.B cl.B f+A and finally cl.B, cl.C f+A.

Regular Combos

BnB Combo variations

  • (jump attack) cl.C f+A xx qcb+C
    • cr.D - (232, 26) Maximum damage.
    • f+A,A instead of f+A - (204, 25) Okizeme option.
    • walk forward, st.B - (192, 22) Midscreen reset.
    • 1 Meter qcf,hcb+P - (345, 19)
    • 2 Meter f+A,A instead of f+A end with qcf,hcb+AC - (471, 25)
    • 50% drive, 1 Meter dp+A (DC) qcb+B, qcf,hcb+P (431, 31)
    • 50% drive, 2 Meter dp+A (DC) qcb+B, qcf,hcb+AC (520, 31)
    • (corner only) f+A,A instead of f+A, end with cr.D - (264, 32) Maximum Damage in the corner.
    • (corner only) f+A,A instead of f+A, end with cl.C reset- (256, 32) Corner reset.
    • 1 Meter (corner only) f+A,A instead of f+A, end with qcf,hcb+P - (381, 25)
    • 50% drive (corner only) f+A, A instead of f+A, end with dp+A (DC) qcb+B, qcb+A, cr.D - (375, 50)
    • 50% drive, 1 Meter (corner only) f+A, A instead of f+A, end with dp+A (DC) qcb+B, qcb+A, qcf,hcb+P - (489, 43)
    • 50% drive, 2 Meter (corner only) f+A, A instead of f+A, end with dp+A (DC) qcb+B, qcb+A, qcf,hcb+AC - (560, 43)

Command Grab combo variations

All damage values are taken from a combo start cl.B f+A xx hcf+P, but you can also start these combos simply from hcf+P or hcf+AC.

  • (j.b+B) cl.B f+A xx hcf+P
    • hyperhop j.D - (160, 14) This is a typical KOF reset mixup. After hitting, you can run under and meaty them on the other side, or stop short and meaty on the front, into a hitconfirm.
    • run up, cl.C xx qcb+B - (162, 14) It is very difficult to see which side Iori will end up on with this reset, even for the attacker. That's why it is best to hitconfirm off a cr.BA, so you have more time to see which direction is needed for the f+A.
    • 1 Meter dash, dp+C, qcf, hcb+P - (343, 13)
    • 2 Meter dp+C, qcf, hcb+AC - (436, 13)
    • (out of corner only) dp+C, qcb+B, qcb+A Damaging juggles if you are in the corner
      • cr.D - (312, 32)
      • cl.C - (305, 32)
      • 1 Meter qcf,hcb+P - (425, 25)
      • 2 Meter qcf,hcb+AC - (514, 25)

Miscellaneous Corner combos

  • (corner only)(standing opponent only)(jump attack) cl.C f+A xx dp+C, qcb+A, cr.D - (278, 30)

Alternatively, you can choose to reset the opponent with cl.A or cl.C which yields a bit less damage but better mixup opportunities.

  • 1 Meter (corner only) (jump attack) cl.C f+A, f+A xx qcb+AC, qcb+A, qcb+A
    • cr.D - (383, 36)
    • cl.C - (377, 36)
    • 2 Meter qcf, hcb+P - (497, 29)
    • 3 Meter qcf, hcb+AC - (568, 29)

The damage is not quite worth the three stocks, but if it wins you the game it is worth it.

Miscellaneous Drive combos

  • 50% drive (jump attack) cl.C f+A,A xx qcb+B (DC) qcb+C cr.D (307, 38)

Best damage for 50% drive midscreen.

  • 50% drive (corner only) (standing opponents only)(jump attack) cl.C f+A xx dp+C, qcb+A (DC) dp+C, qcb+B, qcb+A
    • cl.A - (369, 44)
    • cl.C - (394, 48)
    • 1 Meter qcf hcb+P - (514, 41)
    • 2 Meter qcf hcb+AC - (585, 41)

You need to delay the first qcb+A a lot to get this to work. If you're lazy you can just DC the first hit for less damage to make it easier.

  • 50% drive, 1 Meter cl.C f+A, A xx qcb+AC, qcb+A, qcb+A, dp+A (DC) qcb+K, qcb+A, qcb+A
    • cr.D - (469, 60)
    • cl.C - (466, 60)
    • 2 meter qcf, hcb+P - (597, 53)
    • 3 meter qcf, hcb+AC - (643, 53) Maybe the cost for this combo is a bit too steep for the damage, but listed for completeness' sake.
  • 50% drive (out of corner only) cl.B f+A xx hcf+P, dp+C, qcb+B, qcb+A, dp+A (DC) qcb+K, qcb+A, qcb+A
    • cr.D - (423, 56)
    • cl.C - (419, 56)
    • 1 meter qcf, hcb+P - (543, 49)
    • 2 meter qcf, hcb+AC - (597, 49)

Hyperdrive Combos

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)

3 Bar

  • (near corner) cl.C df+C (HD) cl.C df+C xx qcb+B (HDC) DP+C, qcb+A (1) (HDC) DP+C, qcb+B (HDC) dp+C, qcb+B, qcf hcb+P (MC) qcf qcf+BD - (927, 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)
  • (near corner) cl.C df+C (HD) cl.C df+C xx qcb+B (HDC) DP+C, qcb+A (1) (HDC) DP+C, qcb+B (HDC) dp+C, qcb+B, qcf hcb+AC (MC) qcf qcf+BD - (992, 11)
    • With a jump in, this HD combo does over 1000 damage for an instant kill on any character.

Team Order

1st position

Pros

Cons

2nd position

Pros

Cons

3rd position

Pros

Cons

Basic Strategy

Offense

Defense

Advanced Strategy

Frame Data

Move Name Startup* On Hit On Guard Notes
Standing Snka.gif 5 +5 +3
Close Snka.gif 3 +3 +1
Standing Snkb.gif 5 +1 -1
Close Snkb.gif 4 +3 +1
Standing Snkc.gif 8 -1 -3
Close Snkc.gif 2 0 -2
Standing Snkd.gif 8 0 -2
Close Snkd.gif 6 +1 -1
Crouching Snka.gif 3 +2 0
Crouching Snkb.gif 3 +2 0
Crouching Snkc.gif 5 -6 -4
Crouching Snkd.gif 5 KD -22
Standing Snkc.gif + Snkd.gif 14 KD -1
Jumping Snka.gif 5 - -
Jumping Snkb.gif 4 - -
Jumping Snkc.gif 8 - -
Jumping Snkd.gif 5 - -
Jumping Snkc.gif + Snkd.gif 12 (11) - -
Jumping B.gif + Snkb.gif 4 - - Does hitstun and blockstun as though it was a ground heavy normal.
F.gif + Snka.gif 8 -3 -5
F.gif + Snka.gif, Snka.gif - -5 -7
Df.gif + Snkc.gif 20 (17) 0 (-13) -2 (-15) Numbers between brackets denote the values when cancelled into.
Qcb.gif + Snka.gif 10 KD -8
Qcb.gif + Snkc.gif 10 KD -2
Qcb.gif + Snka.gif + Snkc.gif 18 KD -1
Qcb.gif + Snkb.gif or Snkd.gif 17~21 -2~0 -4~-2
Qcb.gif + Snkb.gif + Snkd.gif 17 KD 0
Dp.gif + Snka.gif 3 KD -21 -18 when you hit at the tip.
Dp.gif + Snkc.gif 13 KD -9
Dp.gif + Snka.gif + Snkc.gif 3 KD -17
Hcf.gif + Snka.gif or Snkc.gif 8 KD -
Hcf.gif + Snka.gif + Snkc.gif 4 KD -
Qcf.gif Hcb.gif + Snka.gif or Snkc.gif 1+4 KD -12
Qcf.gif Hcb.gif + Snka.gif + Snkc.gif 1+3 KD -17
Qcf.gif Qcf.gif + Snkb.gif + Snkd.gif 1+4 KD -39
Move Name Startup* On Hit On Guard Notes

* Note: Startup does not include first active frame.