The King of Fighters XIII/Iori
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.
- 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.
- 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 + ) -
- Geshiki: Yumebiki ( + , ) - 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.
- Geshiki: Yuriori (Air +) - 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 + 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.
- 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 ( + ) - 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 + . One drawback over canceling with this move is that is pushes Iori back so that his + move wont combo afterward, so instead use + 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 + 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.
- Sakahagi ( or + or [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.
- 104 Shiki: Nueuchi ( + ) -
- 401 Shiki : Shogetsu ( + ) -
- 129 Shiki : Akegarasu ( + ) -
- 203 Shiki : Tsuchitsubaki ( + ) -
- Kin 1211 Shiki: Yaotome ( + ) -
- Kin 1218 Shiki : Yatagarasu (×2 + + ) -
Tips and Tricks
- cr.B cr.A f+A xx qcb+C, cr.D - (206, 25)
- (jump attack) cl.C f+A xx qcb+C, cr.D - (232, 26)
BnB combo, omitting the cr.D gives much better okizeme.
If you choose to omit cr.D, you can do f+A,A instead of f+A for more damage.
You can also hold forward after qcb+C and do a st.B for a better reset midscreen
cl.B can link into cl.C, allowing for a more damaging BnB off a low.
In the corner, you can always do f+A,A instead of f+A and you can choose to reset with cl.A or cl.C instead for better frame advantage than doing cr.D.
- (corner only) cr.B cr.A f+A xx dp+C, qcb+A, cr.D - (249, 29)
- (corner 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. This combo whiffs on crouchers.
- 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.
- cr.B cr.A f+A xx qcb+C
- qcf, hcb+P - (323, 18)
- qcf, hcb+AC - (413,18)
- (jump attack) cl.C f+A xx qcb+C
- qcf,hcb+P (345, 19)
- qcf,hcb+AC - (438, 19)
BnB combo followed up into super. With the SDM you can actually add in an extra f+A at close range to do more damage.
- (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)(jump attack) 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.
- 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. If you're extremely lazy you can use qcb+D instead to avoid having to dash.
- 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.
- cl.C f+A xx qcb+B (DC) hcf+P
- (corner only) (jump attack) cl.C f+A,A xx dp+A (DC) qcb+B, qcb+A
- cl.A - (299, 38)
- cl.C - (328, 42)
- cr.D - (335, 42)
- qcf hcb+P - (448, 35)
- qcf hcb+AC - (531, 35)
The combo can also be started from cr.BA or cr.B cl.B.
- (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)
- qcf hcb+P - (514, 41)
- 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.
- (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)
- 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)
- (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)