Actually ex command grab is still blockable. It OTGs after rekkas though. Also you can juggle after DP with drive canceled rekkas? Gonna have to mess with that.
Comboing into the command grab doesn’t really work that well. You have to be… pretty much inside of them to get it to combo so like… hitting a really deep cross up kick into 5B > command grab or something works, not really something you’ll see much outside of drive cancel combos.
Regular iori has better frames on his specials and does more damage so I think he’s more of an in close brawler, where as flames is more versatile. Drive combos are really easy with him… DP 2 hits > running grab over and over into neo max does a good 80% for no effort, but then again every drive combo does 80% lol.
I think the LP first hit of iori’s rekkas is safe, or atleast hard to punish, HP string seems completely unsafe. Still, easy to confirm into so it shouldn’t be an issue.
Blake probably just eyed it since common sense, judging by Kyo’s same move, which is unblockable, would say otherwise. I was shocked to see it was blockable myself but hey, that’s how it is.
I could have sworn I tested it on a blocking dummy, but I could be wrong.
The point of saying you could combo into grab off of lights was to demonstrate how fast it was, because you had put special emphasis on how slow you thought it was. That grab has always been like that, it looks slow as hell, but it’s pretty quick in reality. Comboing off of lights used to let you infinite with it too, though I’m fairly positive that’s not in this game. As far as Claw Iori doing more damage, that’s questionable. Flame Iori definitely does better damage meterless, for starters. Smart Drive cancels also increase the damage significantly while saving meter most of the time. He’s a very good battery but can still put on the rape if you throw him in the back and load him up with HD and bars. In that sense, I like him better because he can serve more roles on the team than Claw Iori, who is basically anchor or nothing in every match I’ve seen of him. And while Claw Iori definitely has safer specials, in the long run it seems irrelevant. You’re not really going to be using those specials to rush down, they just give you an extra option or two when your offense gets blocked. Not enough of a difference for me to care, really.
EDIT: Converting HD into death combos in match is definitely harder than it looks at first…unless you pick Shen.
This Flame Iori and Claw Iori on the same team. Has this been tested? I know this question sounds annoying, but a wise man taught me why assume when you have the resources to get the answer.
Why would they? Flame Iori is basically Claw Iori, but better. Plus since SNK is serious about storyline, like not putting in fan favorites such as Geese, Rock, or Rugal, its understandable not to include picking a different version of the same character. That’s what the dream matches are for.
EDIT: But of course we can’t get cool dream matches unless people are gonna support the game. I haven’t heard any complaints from people who are actually trying the game out, so the people complaining about XIII are pretty much people who haven’t even taken the time out to play it.
This is pretty much a traditional practice with EX versions of characters. Pretty much every KOF that has had EX characters would only allow you to pick one or the other, though I’m not 100% sure why. CvS1 worked the same way.
I wouldn’t really call him better because he has a different focus of play style. I think both are pretty equal in their own ways. Although I could spoilers everything here I won’t but if you saw the ending of KoF it actually makes some sense to include Iori with flames. However this Kyo makes no sense because he had changed his style to have more of a bang to it around the Nests Saga for the purpose that there was this one guy he couldn’t beat at all he just got owned so hard so he had to come up with some new moves and improve himself but for some reason from KoF 12 and 13 he’s changed back to his old fighting style.
That does sound weird for SNK to do that for Kyo. But I can’t argue since if they decided to make Geese DLC I would be one of the first to get him with no complaints. And he supposedly died…twice.
My theory was SNK screwed up Kyo so badly between games that they decided to just refresh the character by starting over. The original 94 and 95 Kyo was a pretty complete character. In addition, you have to consider that this version of Kyo was introduced in KOF XII, a bare bones, rushed game. If they had tried to implement something similar to his most recent incarnation (XI), they probably wouldn’t have been able to put any other characters in the game.
But yeah, notice how NESTS Kyo has pretty much zero moves from the NESTS era (99-2k1) or onward. It’s basically 98 Kyo in the NESTS outfit. By the time XI rolled around, Kyo had so many useless moves that were only good in juggles. He was a total combo monster and could juggle you for days with 10 different specials, but doing any of those moves outside of a combo was tantamount to suicide.