Bunch of combos on the bottom. The 1016 dmg HD combo is actually pretty easy to do and works if you’re within a 3rd of the stage from the (basically where the other guy starts the round). Actually, I find that basically any combo that starts with C -> df+C -> [HD] -> C -> df+C will basically push to the corner from that distance.
Combos are all well and good, but the more important thing with Hipster Iori (because I liked him before he became EX) is getting in. Any tips beyond the magic cross-up kick are appreciated. I do enjoy myself some good hop D’s, personally.
The only prior fighting game experience I’ve had is dabbling in Third Strike, but I find that jump-in combos are something you kind of get a natural feel for. I actually have the complimentary problem: I can’t react to and follow up my low attacks like cr. B.
I do find that Iori’s primary jump-ins like C and the magic kick give you damn near forever to follow up once you get it down. Other characters have jump ins where you really do gotta aim low.
An unrelated tactic I want to share is that you can use the cross-up kick while you’re backdashing and it will make you haul ass in a hurry.
Juuuuuuuuuuust wanted to pop in and bring up that:
Jumping :snkc:–>St. :snkc:–>:df:+:snkc:–>:snkb::snkc: activate–>St. :snkc:–>:df:+:snkc:–>Lvl. 1 Super–>NEOMAX
does around 800 damage
dp+C whiffs on crouchers? Haha, I didn’t even know. I’ll update the wiki with some of this new stuff sometime soon. By the way, I recommend using cl.A for the meterless combo ender, since it gives you plenty of frame advantage to do something like hop in on the recovering opponent.
I have no idea if this is common knowledge or not, but on any of Iori’s combos that end in qcb+B, you can DC qcb+C into Maiden Masher, either normal or EX. So for example:
cl. C, df. C xx qcb+B DC qcb+C, Maiden Masher
That’s 433 damage, 523 with EX and it works anywhere. The trick is to not do the Maiden Masher too fast or the game will interpret it as a Super Cancel, and you want to keep the other 50% drive in your back pocket. You have a few frames after qcb+C launches them before they fall too low to catch with the super.
Personally I prefer just diong cl.C, f.A xx qcb+C and going straight into Maiden Masher. It does a good 40 Percent or so without having to burn drive meter.
Is claw iori good on point? I’m new to kof and right now my team comp is claw iori, shen, and then maxima as anchor. Idk if this is a decent setup or not, i like maxima as anchor because he can put out retard damage with meter, but shen can too so idk.
I wouldn’t run Iori on point. Although the range of his normals allows him good mixups his damage is pretty bad without meter. With a little meter he has easy confirms into big damage especially in the corner and has a slightly better wake up game since his regular DP reversal is pretty bad.
Yeah I know reversals are bad in this game and I should block. But Iori has harder time than alot of the cast to get in and once he does… if you have no meter you aren’t doing much damage.