A common tactic is to touch the opponent with a Jumping Light Kick and then land into (. Basic SDM combos.
Standing Light Kick ()- Quick low hitting kick to the shins. A poor beginner gimmick tactic is to use Iori's sweep liberally and then mash out a reversal in hopes that the opponent messes up a punish.
Causes a soft knockdown; if the opponent techs it from midscreen then Iori can't land a true meaty followup, not even with (. http://wiki.shoryuken.com/index.php?title=The_King_of_Fighters_XIII/EX_Iori&oldid=96463, Only cancels into DMs. Both do the same damage, so choose as you want. © Valve Corporation. This move can combo into itself. Highest damage, but again difficult to confirm. All trademarks are property of their respective owners in the US and other countries.
1.1. Worked like a charm. *Complete*. A basic roll punisher. Could choose to reset with a cl.C or st.A instead of dp+C ender for a potential mixup. I like Dream Match '99 Kyo better than any other version.
The first two hits of Iori's Aoihana can be canceled on hit to tersen the recovery speed. You need to sign in or create an account to do that. And in XIII their wish was granted in the form of Classic Iori as DLC. Dreamcast! When canceled into, the kick can be special-canceled though it loses its overhead property. Though the hit doesn't deal much damage on its own, the player can cancel the hit into DMs or use it to activate HD mode. http://www.youtube.com/watch?v=fhTVUVQ3F-I. In order to unlock Billy and Saiki, you must make sure that time isn't on the infinite setting. Delay your cl.C to be as close as possible to make sure to land this combo. 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. It is only visible to you.
Special cancelable and good to hit hop happy people. Hitconfirming into a DM is possible, though an HD activation has to be done almost in anticipation so it's a heavy commitment. This move's recovery is safe on block and by not canceling it Iori can bait a guard cancel roll should the opponent try to counter his standard blockstring into 108 Shiki: Yamibarai (. For instance, K's Ein Trigger > Second Shoot (. Standing Light Punch ()- Quick short elbow jab. © Valve Corporation. he is,do challenges requested on screen in arcade or story mode while playing,do 2 of the requests on each round for billy and 5 on each round for saiki, Thank you very much!
This item will only be visible to you, admins, and anyone marked as a creator. Do you know if Billy Kane is in the game? Some really slow projectiles can be tagged with this move. This page has been accessed 77,761 times. Gives Iori some CvS2 style combo options since he can buffer, Iori's hitbox extends very high vertically, so much that this move can easily anti-air and control the vertical space just above Iori that no other attack of his can cover. This means that, for example, even if you do play normal Iori 10 times to unlock a new colour set, you won't unlock the extra colour set for EX Iori at the same time. Unless blocked at tip range, the opponent can punish Iori with a fast special or cancelable light attack or even run forward for a Close Heavy Attack. Favourable over his ranbu due to better knockdown and slightly more damage. 2. Use this if you're over 2/3 from the corner. All rights reserved. In the intro he appears. 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. Is Rugal an unlockable character in this version?
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. So not only can it cover and anti-air any hops pre or post-emptively, it can also frustrate standing opponents which allows Iori to tip with this move to approach the opponent while dealing with any of their forward movement attempts.
Highest damage without drive. Billy is in the game as an unlockable character. Some little tips on how to unlock various things in the game such as icons, colours and the other two characters. If you press SELECT to choose him, he will change into NESTS!Kyo in all modes except Arcade, where he just change outfit to School!Kyo('94-'98 outfit). will using continues, even "continue services" still allows for saiki to be unlocked? This move's safe on block though Iori can be interrupted between the hits. Sakahagi ( or + or [While Close]) - Iori scratches and sends the opponent flying halfway across the playing field. The hitbox is located down low near Iori's foot, so if done too early the attack can whiff completely.
XIII definitely succeeds in recreating the feel of his classic self: easy to use, not so much in utilizing him to his full potential. I really like that character, Something about Kyo. Done alone, that attack functions as an overhead.
Basic supercancel combos. If you really want to do it, combo would look like any starter xx qcb+C x2 DC qcb+AC x2, qcfhcb+AC. This item has been removed from the community because it violates Steam Community & Content Guidelines. If you use the button BEFORE selecting Kyo or Takuma, you will get the DLC version. Terrible recovery on block or whiff. This can also anti-air by way of run-under. Jero, I wish to make this clear.
When done as an anti-air, most of the hits can miss the opponent so this works most optimally against grounded opponents. This page was last modified on 10 September 2014, at 17:16. Combined with EX Iori's projectile threat, Flame Iori can get more mileage out of this runaway tactic than his clawed counterpart. Causes a soft knockdown; if the opponent techs it from midscreen then Iori can't land a true meaty followup, not even with ( + ), but he can run forward to get in close or use the gained distanc… The startup it too slow to ever combo from Iori's normals so it functions more as a frametrap tool: If Iori does. Ever since Iori's moveset was changed in XII, fans have cried out for their old Iori back.
Please see the. However EX Kyo and Iori and Mr Karate have their own separate customization table.
Since Iori's inputs flip when crossing the opponent, jump or hop forward and input. Español - Latinoamérica (Spanish - Latin America).
If you end in/near the corner, you can do qcfhcb+P, qcfx4+AC to get 578/550 damage instead respectively. To select EX Iori, highlight Iori and hit Back/Select after downloading him. Causes massive hitstun or blockstun and sucks the opponent in, so Iori can safely attack afterward. Can tag in an extra qcb+A after the last dp+C before the supercancel, but this is difficult and only adds 9 damage. hey, cheat engine is great for color unlocking (quick comment for those who have it), also can confirm that using mr karate will not work (unless if its just the alt outfit on takuma and not actually mr karate then ye it works). Due to the buffer of the game, trying to do dp+C DC qcf+AC is basically impossible. Not too useful overall. Be careful though as if the sweep isn't done early enough the opponent may be able to land, block, and punish Iori. Raiden - Big Bear Outfit ... Clear all of the 10 stages of Time Attack with a Character to unlock that Character "Chibi Icon" to use in the online profile.
Basically gives you the best knockdown for higher damage without using meter.
This combo will work till you are further than 2/3 from the corner. qcb+C is easier to input than hcb+K but due to the super shortcut you might get accidental super. Somewhat simple j.CD counterhit combos that spend a meter. More basic EX juggle > SDM combos. Iori can combo into this grab from Crouching Light Punch and Close Light Kick/Punch. Very easy to combo into to extend hitconfirms and the added hitstun allows Iori to combo into his "C" rekkas on hit where he can normally only land his "A" series by canceling Light attacks. If you press SELECT when choosing one of the colors for Andy Bogard, Elisabeth, Joe Higashi, K', Kyo, Raiden, Ralf, Takuma and Yuri, the characters will change in some way. This might sound like a stupid question.
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.
Keeps the opponent on the ground for a while which sets up for a potential safejump or empty hop mixup, though the added damage isn't that spectacular and Iori already gets hard knockdowns left and right, so it's more meter-efficient to save this move for when it'd either kill or leave the opponent with a sliver of health. While Iori has all the aerial tools he needs to cover most approaches and distances, each one has a weakness that can be exploited by the opponent. OHH I see. If timed later during a hop, this attack will hit standing opponents. If you believe your item has been removed by mistake, please contact, This item is incompatible with THE KING OF FIGHTERS XIII STEAM EDITION. They don't add too much damage though. The biggest weakness of this move is that it whiffs on crouchers and leaves Iori heavily susceptible to tripguard anti-airs. Iori's mixup game is absolutely amazing, and his combos can deal massive amounts of damage both with and without meter. All rights reserved. Español - Latinoamérica (Spanish - Latin America), http://steamcommunity.com/app/222940/discussions/1/864979008331161661/. From maximum distance the opponent may have a toughter time punishing it, but fast specials and EX moves can always punish it and if it gets preemptively hopped Iori's good as dead. 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. Arcade Games Xbox 360. If the opponent is thrown into the corner, Iori can go for a meaty attack of choice which includes a hop mixup with j.C, empty hop cr/cl.B, or either of Iori's grabs. KOF XIII Console Unlocking & Miscellaneous Thread « on: November 20, 2011, 08:12:36 PM » I notice in the log change threads there are many questions regarding on unlocking stuff.
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.
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. Contributed By: Ding6. Still a decent throw on its own despite being rather basic. So when using Iori, a player must decide which jumping attack to use given both player's current positions and previous tendencies, and then commit to one of his jumping attacks. Another downside is that the attack inflicts minor hit and blockstun, so it's difficult to combo afterward with anything even if it hits a standing opponent.
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