KoF XIII General Discussion: Part II

Guys, how do I beat (point) Flaming Iori? EVERYBODY uses him.

He’s a strong fundamentals character that has about almost every tool in the game. He doesn’t have dumb, abusable stuff in XIII unlike in old games. So to beat him you need just a strong understanding of spacing and good footsies. Projectiles could be hopped over, he needs to space cl.C/Far D/cr.B anti-airs properly (he’s not braindead unlike other characters), he needs to space his hop-ins properly (unlike K’s j.D for example), his DPs could be baited like anyone else, his rekkas aren’t particularly safe on block unlike old games, etc. etc. Just out space him and block properly on oki if you get knocked down. Know the gaps in his blockstrings to get out or reverse momentum. There is no easy way to just beat EX Iori, but in return there is no easy, braindead way to win with him either.

Can you punish the second hit of his Rekka on block?

He’s a Swiss Army Knife. Heh.

Who do you play, I can react to all of his moves only depending on range & character im playing.

  • DP not safe
  • First hit of Rekka if whiffed at range can be sweeped
  • Over head is slow

His Grab mixups are the only thing that keep me thinking. Which I see no online Flame Iori’s doing really.

If he’s up close he can trick you with a low normal or Grab Mixup.
If you try to back dash from him he can catch you with Rekka on good reaction or a Shiki Koto Tsuki In.
( :hcb: + :snkb: )

Edit : (* Said that wrong lol )*
But yeah, depending on who you play with matters how you approach Flame Iori.

I’m mainly having trouble using point K’ once he corners me and starts hopping like a rabbit. With other characters, I just pound on their token heavy normal that doubles as an anti-air, but K’s C moves don’t seem to be fast enough and/or have good enough hitboxes to get away with that. Standing A is the best thing I could come up with, but that’s not scary enough to make them think twice about hopping. “Oh noes, I got hit with a jab! Remind me to never jump in on this guy again.”

Good shit,

Keep them honest with standing :snka: .

If they keep hoping after that, anticipate it before they hop again and use

  • Ein Trigger - Second Shell. (Air Flame Kick).
  • Hop CD
  • :snka: DP , if there not using a hop Strong Attack
  • Blackout ( Command Dash Out )
  • Normal Roll out.

Thats just a few things of my head. Mind you I dont play K’ lol. I’ll prob figure a few other things out later. Or Laban & others will fill u in.

Also, if you would like.

Goto Practice. Put Settings on

Action - [ JUMP - F (short) ]


Attack - [ Whatever Air normal you want to learn a counter against ]

& just practice some of your counters and reactions to the hop situations that trouble you from there. Only works well with certain Air Normals though.

In my experience everyone uses EX Kyo, all those Guard Points make him extremely scrub-friendly.

But Iori isn’t that different. If he’s being super aggressive and really good at using his crossup B (which is probably the best crossup in the entire game) then you need to learn how to block it or try to jump out or use EX or a really good AA to get out of it. His Rekka’s can be punished, but it’s difficult online.

Not knowing who you use it’s hard to say what exactly you need to do.

You can anti-air st.A with him, then jump/backdash j.qcb+K/j.qcb+BD. They both anywhere juggle now. If you have good reflexes, you can use that to do some insanely scary shit off an anti-air. Slightly easier is to anticipate the jump-in with jump away D, or CD, and hitconfirm into j.qcb+K/BD after that. They’ll be sure to think twice about jumping in on you recklessly. I’d say K’ actually has one of the better/safe/low commital options against jump-ins because of it.

Thanks for all of the input. Most of it is just comes down to me needing to reevaluate how I play defense in this game.

I think this about sums it up. Whatever weaknesses anybody has as a player, Iori has a way to take advantage of it.

Sweet Jesus, this is great. It pushes K’ waaay out of the corner in addition to the extra damage. I never tried this before because I didn’t think there was enough time to land a non-EX Air Minute Spike after a st.A.

Whats the chances of this game getting more DLC characters?

I’d say currently, there’s no idea on that.

However, I think we may find out based on what happens with KOF XIII Climax.

I hope so, I want EX Tiger style Ryo with a fireball dammit. >:

Anyways, I wanna thank Sparkster for helping me with Minute Spike OTG after Head Drive or EX Chain Drive. The input for it was 2144(qcb, b), then B. It works like a charm now. :slight_smile:

I can with run up cl.C/D kind of stuff. Even EX Iori’s first A Rekka can be punished on block by A Rekkas. In my experience, this is the most unsafe set of Iori rekkas I’ve encountered.

I pray that Rugal, Geese or Rock make it in DLC some shape or forum.

unless SNK had some super secret stash of employees to draw 3 characters in under 3 years, I doubt we’ll see any DLC in the form of characters. At least not brand new.

RUMOR RUMOR RUMOR RUMOR RUMOR RUMOR RUMOR

I think Sundance just slipped on CCLive that KoF XIII will be @ MLG events.

Getting paid to play KOF… would it be worth having to sign a contract which forbids me from talking shit about MLG?

yes… it would

The episode in question, in case anyone hasn’t seen it.
http://thestream.tv/crosscounter-mlg-sundance-maximillion/