Difference between revisions of "The King of Fighters XIII/Iori"

From Shoryuken Wiki!
Jump to: navigation, search
m (Combos)
m (Combos)
Line 142: Line 142:
 
*''cl.B f+A xx hcf+P''
 
*''cl.B f+A xx hcf+P''
 
**''hyperhop j.D'' - (160, 14)
 
**''hyperhop j.D'' - (160, 14)
**''run up cl.C xx qcb+B'' - (162, 14)
+
**''run up, cl.C xx qcb+B'' - (162, 14)
 
Hitconfirm off a low into command grab for further mixups.
 
Hitconfirm off a low into command grab for further mixups.
  
Line 162: Line 162:
  
 
*''hcf+P''
 
*''hcf+P''
**''dp+C, qcb, hcf+P'' - (305, 6)
+
**''dash, dp+C, qcb, hcf+P'' - (305, 6)
 
**''dp+C, qcb, hcf+AC'' - (410, 6)
 
**''dp+C, qcb, hcf+AC'' - (410, 6)
Typical combos into super off Iori's grab.
+
Typical combos into super off Iori's grab. The dash is not obligatory to connect Iori's DM, but it makes the timing significantly easier.
  
 
*''cl.B f+A xx hcf+P''
 
*''cl.B f+A xx hcf+P''
**''dp+C, qcb, hcf+P'' - (343, 13)
+
**''dash, dp+C, qcb, hcf+P'' - (343, 13)
 
**''dp+C, qcb, hcf+AC'' - (436, 13)
 
**''dp+C, qcb, hcf+AC'' - (436, 13)
  

Revision as of 18:59, 15 December 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 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
Ex.png : 0+10×3+16×8+150
Startupinv.png Hardknockdown.png Maxcancel.png
Kin 1218 Shiki : Yatagarasu
Qcf.png Qcf.png + Kof.lk.png + Kof.sk.png
80×7
Hardknockdown.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) -
  • Geshiki: Yuriori (Air Left.gif + Snkb.gif) -
  • Geshiki: Kui (Downright.gif + Snkc.gif) -

Throw

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

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

0% Drive

0 Bar

  • cr.B cr.A f+A xx qcb+C, cr.D - (206, 25)
  • cl.C f+A xx qcb+C, cr.D - (232, 26)

BnB combo, omitting the cr.D gives much better okizeme. cl.B can link into cl.C, allowing for a more damaging BnB off a low.

  • (corner only) cr.B cr.A f+A xx dp+C, qcb+A, cr.D - (249, 29)
  • (corner only) 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.

  • hcf+P
    • hyperhop j.D - (114, 7)

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 - (116, 7)

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.

  • cl.B f+A xx hcf+P
    • hyperhop j.D - (160, 14)
    • run up, cl.C xx qcb+B - (162, 14)

Hitconfirm off a low into command grab for further mixups.

1-2 Bar

  • cr.B cr.A f+A xx qcb+C
    • qcf, hcb+P - (323, 18)
    • qcf, hcb+AC - (413,18)
  • cl.C f+A xx qcb+C
    • qcf,hcb+P (345, 19)
    • qcf,hcb+AC - (438, 19)

BnB combo followed up into super.

  • (corner only) cr.B cr.A f+A xx dp+C, qcb+A
    • qcf,hcb+P - (363, 22)
    • qcf,hcb+AC - (452, 22)
  • (corner only) cl.C f+A xx dp+C, qcb+A
    • qcf,hcb+P - (395, 23)
    • qcf,hcb+AC - (485, 23)

A corner only juggle, gives a significant increase in damage compared to te BnB combo.

  • hcf+P
    • dash, dp+C, qcb, hcf+P - (305, 6)
    • dp+C, qcb, hcf+AC - (410, 6)

Typical combos into super off Iori's grab. The dash is not obligatory to connect Iori's DM, but it makes the timing significantly easier.

  • cl.B f+A xx hcf+P
    • dash, dp+C, qcb, hcf+P - (343, 13)
    • dp+C, qcb, hcf+AC - (436, 13)

These combos do a bit more damage than combo into super off cr.BA, but because you can only confirm at the f+A, which is negative on block, for terms of rushdown, these follow-ups are not preferred.

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
  • Always remember: you do not have a fireball.

Defense

  • Block

Advanced Strategy

Stay calm when playing Iori, or else his Orochi blood may awaken.

Frame Data