I saw Laban doing damage at STA Ranbat with Iori on point.
All 3 of those characters I’ve seen used on point to some good use. I think it’s really up to you to decide based on how you play them individually. Mix it up see what works best for you.
I saw Laban doing damage at STA Ranbat with Iori on point.
All 3 of those characters I’ve seen used on point to some good use. I think it’s really up to you to decide based on how you play them individually. Mix it up see what works best for you.
I’ve tried Iori both on point and as an anchor and on point I’ve found him more of a poking character. His normals in general are amazing, and since there are not many drive/super cancel shenanigans in the first round he’s not bad if you’re willing to deal little bits of damage at a time. Just don’t go in looking for BIG DAMAGE.
If you survive the first round you get rewarded with an Iori with meter. And, well, he’s Iori with meter.
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[INDENT=2] ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Repost this if ~ ~ ~ ~ ~ ~ ~ ~ [/INDENT]
[INDENT=1] ~ ~ ~ ~ ~ ~ ~ ~ you are a strong claw iori ~ ~ ~ ~ ~ ~ ~ ~[/INDENT]
[INDENT=1] ~ ~ ~ ~ ~ ~ ~ ~ who don’t need no flames ~ ~ ~ ~ ~ ~ ~ ~[/INDENT]
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[INDENT=2]~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Repost this if ~ ~ ~ ~ ~ ~ ~ ~[/INDENT]
[INDENT=1]~ ~ ~ ~ ~ ~ ~ ~ you are a strong claw iori ~ ~ ~ ~ ~ ~ ~ ~[/INDENT]
[INDENT=1]~ ~ ~ ~ ~ ~ ~ ~ who don’t need no flames ~ ~ ~ ~ ~ ~ ~ ~[/INDENT]
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I thought you dropped Claw Iori for Flame Iori Laban
Anyway, I’ve updated the combo section of Claw Iori on the wiki. Feel free to leave any comments here, or on the Wiki thread.
One of the more exciting things I found is that you can combo into sweep after cl.C f+A xx qcb+C. This makes this effectively the best damage combo, though it sacrifices a lot of okizeme. This makes the buff that qcb+C connects after cl.C f+A,A kind of useless. Haha.
Funnily enough, not even Dune seems to mention this option in his Iori tutorial. I guess it’s so weird, that it hasn’t really crossed many people’s minds.
Does Maiden Masher DM work as an anti air ala KOF98 or has the upper body invincibility changed?
Only lv2 maiden masher has invincibility and can be used as an anti-ar/projectile/wakeup, I think its one of the best supers on the game because of that, not to mention startup is faster and it goes fullscreen unlike its lvl1 version
100% with Iori (requires to be about 1/4 screen near the corner). Requires 100% Drive and 5 bars.
j.C, s.C, df+C, HD, s.C, df+C, dp+A, qcb+B, dp+C, qcb+D, HDC qcb+AC, lvl2 maiden masher, neomax (1018) I will post a video asap.
So is this thread for fire iori to then? Anywho kinda late putting it up as I was thinking of doing more, but whatever dont have the will to… But yea here are some combos with fire iori. Shows off some of the random stuff he can do like canceling the recover of his moves with that sorta classic KOF kim stuff shrug…
[media=youtube]2gjXrROQ-XA[/media]
Nah, someone can make a separate thread for EX Iori. The character threads just aren’t getting made because there’s not much activity here in general.
Thank you for that info Nagato, always wondered if it was just my timing get kicked out of the DM.
I saw a lot of players put claw iori on point in SCR, and I see the good and the bad about it. For one you gotta make sure you keep your blockstrings tight and frame trap, if you do that then you can easily pull off a near perfect. The weakness of starting him is the fact that your 2nd character might not have no meter or you can get zoned out, Or you play shitty and your first character is down the drain. I also saw Claw Iori vs Classic and apparently claw wins the priority matchup, and most of his special moves are safe besides DP. I think I’ll stick with claw Iori being anchor and if you’re gonna play classic iori, start him first and play someone else anchor like Shen.
You don’t really need to spend the meter on qcb+AC. The variation that I’m using is just qcb+B, HDC dp+C, qcb+B instead of qcb+D, HDC qcb+AC. It does 1016 starting with j.C, 1014 with j.D, and 999 with j.4B.
I was talking to Dandy J earlier this week and he told me that Iori isn’t that good on point. I kinda agree though. With no meter, his midscreen damage isn’t as good and he doesn’t have the threat of EX grab or EX dp on wakeup. He also has to hop or roll fireballs to get in instead of just using qcb+BD.
I’ve been messing around with XIII(Claw) Iori. At first I thought he wouldn’t be that good since arcade players outside of HD combos were always ALWAYS doing whatever qcb+B DC Command grab. The damage just wasn’t there for me honestly. But since I saw a certain combo video covering various meter and non neter based combos, I’ve changed my mind about this guy. As much as a “safe bet” EX Iori is, I just can’t drop this guy. My only issue is where to place him on a team. I won’t place him first but having him last is odd since I doubt how well he can fare vs a zoner while being low on meter.
I play Iori second, just because it’s a lot of fun hitting his EXDM off of anything. But I actually think he fares well as a first char. In a game where you always have to be scared of EX reversals, it’s just a lot more comfortable to frametrap people with qcb+B, cl.C and throwing them, when they have no meter.
Speaking of which, I’m finding that repeating cl.C f+A qcb+B over and over, is an incredibly good string. On hit it’s +1, and the frametrap is virtually impenetrable, on block it’s -1, and people have to be pretty ballsy about utilising 2/3 frame close normals to beat you out of it, and will probably still take the trade.
You can also buffer hcf+P during the qcb+B so you get a throw on hit, without having to confirm it. You know, just in case you’re lazy and you want the game to hitconfirm for you.
I’m still waiting for someone to punish the crap out of me for it. But I kind of doubt guard cancel roll is gonna beat it, so the best thing is probably a reversal, which is obviously a much bigger risk than it is for me to repeat that string.
is it really qcb+B (-1) on block? =/?!?!??! i can punish it with mature’s close C
and qcb+C is safer on block
is the timing insanely strict for df.C xx qcb+B? Cause I can’t combo anything from df.c sans st.c
yeah, qcb+C is 0 on block. QCB+B is like -3, mature’s close C is from what I hear, is 2 frames.
Not really, you have to wait until the move connects to get anything off of it.
Also, I think claw iori is good on point only against grapplers. I find myself taking down ralf, clark, etc. with relative ease in the matchup especially if its first. His normals just really overpower everything they try to do. However, he is still the best anchor on the game along with Shen imo.
Df.C itself isn’t cancel-able to anything but into HD mode.
Naked df.C is super-cancelable.
I’m pretty sure qcb+C is negative on block (-1 probably), qcb+B indeed seems a bit more negative on block, which is odd. qcb+B is definitely +1 on hit, so you would expect it to be -1 on block (In older KOF’s, and as far as I’ve been able to see so far in XIII, blockstun is always two frames less than hitstun), but qcb+B definitely seems a bit more negative on block (-2? maybe -3 like you said)
Man I wish it wasn’t so hard to collect framedata, else I’d be putting more time into it.
Thing is about certain moves in KOF, when you make a block string and end it with special moves thats usually negative on block, they become safe because most far standing moves come out in about 4-5 frames. For example, Iori’s best block stun combos are:
Close s.C, DF+C, qcb+B. This string pushes you back enough so you wont get punished in most situations, and if it connects, you can easily drive cancel into maiden masher.
cr.B, cr.A, qcb+C. qcb+C is either -1 on block or neutral because iori can only be punished from this string by instant moves, or command grabs(usually ex or clark’s), since Iori’s s.C is 2 frames, you can easily hit the opponent before they hit you regardless of the 1 frame disadvantage or you tech a grab, or you can ex DP…
Also, guys remember qcb+A and qcb+C both has lower body invincibility for the majority frames of the move. I need to use this more on characters who need to use cr.LK a lot.