A new king of fighters always means a chance to play Iori. I'm surprised I'm the one to start the thread though.
XIII version of Iori is a raw upgrade of his XII version.
Movelist
Normal Moves:
Sotoshiki: Kui: +
Sotoshiki: Yurifuri(+mid air): +
Ge Shiki Yumebiki: + ,
Special Moves:
401 Shiki: Shougetsu: + or
104 Shiki: Nueuchi: + or
Sayatori: or
203 Shiki: Tsuchitsubaki: +
Desperation Moves:
Forbidden 1211 Shiki: Yaotome: + or
NeoMax:
Forbidden 1218 Shiki: Yatagarasu: X2 + and
Sotoshiki: Kui: +
Sotoshiki: Yurifuri(+mid air): +
Ge Shiki Yumebiki: + ,
Special Moves:
401 Shiki: Shougetsu: + or
104 Shiki: Nueuchi: + or
Sayatori: or
203 Shiki: Tsuchitsubaki: +
Desperation Moves:
Forbidden 1211 Shiki: Yaotome: + or
NeoMax:
Forbidden 1218 Shiki: Yatagarasu: X2 + and
* Geshiki Kui (df + C) has a larger hitbox than before. Easier to attack opponent from his command throw.
* Fierce Shogetsu (qcb+P) moves more forward. It combos in most situations after close C> Yumebiki(forward + A A).
* Yaotome (including EX) can’t be saferolled after it hits.
* EX Shogetsu’s invinciblity has been taken out. However, he’s still invincible on his legs.
- Fierce Akegarasu (qcb+K) has shorter recovery when blocked. Can’t be punished with normal moves.
Producer Yamamoto says: With Fierce Shogetsu’s longer reach and Fierce Akegarasu’s shorter recovery, it’s easier to do strings and combos. His Yaotome can’t be saferolled so attacking on wakeups may become important. With his EX Akegarasu’s projectile invincibility and EX Yaotome’s long invincibility, we’ve designed him to be playable in a different style from Flame Iori. Enjoy this Claw Iori that’s a bit different from the arcade version.
* Fierce Shogetsu (qcb+P) moves more forward. It combos in most situations after close C> Yumebiki(forward + A A).
* Yaotome (including EX) can’t be saferolled after it hits.
* EX Shogetsu’s invinciblity has been taken out. However, he’s still invincible on his legs.
- Fierce Akegarasu (qcb+K) has shorter recovery when blocked. Can’t be punished with normal moves.
Producer Yamamoto says: With Fierce Shogetsu’s longer reach and Fierce Akegarasu’s shorter recovery, it’s easier to do strings and combos. His Yaotome can’t be saferolled so attacking on wakeups may become important. With his EX Akegarasu’s projectile invincibility and EX Yaotome’s long invincibility, we’ve designed him to be playable in a different style from Flame Iori. Enjoy this Claw Iori that’s a bit different from the arcade version.
Changes and insight:
So In XIII Iori has gained a lot towards making this version of him complete. The first being his regained yurifuri, making his cross up game much stronger. The next is the addition of Kui, a overhead that brings to mind Yashiro. Iori's standing B has been re-added. The properties of most his special moves are the same as they were in XII, with the exception of his EX moves. When Iori EX's Shougetsu, he moves forward move then the regular version and is invincible until the attack executes. Nuechi becomes a three hit and gains a bit more invincibility, but the function of the move is pretty much the same. Tsuchitsubaki works in the same manor as well, Only through Drive cancels and EXing, I can be connected into combo's. Yaotome's regular version has downgraded from XII, losing some of its invincibility, but the EX version buffs it back, giving it invincibility and anti air properties with good timing. EX yaotome has also gained a cool end, with the screen turning red with the final hit. The neomax, Yatagarasu, has a slow start up but is a fairly fast move over all and has good priority. Yatagarasu also has amazing combo-ability.
Cosmetic:
Iori has a tenth color edit that makes him wear the same colors as his original clothing, down to adding a crescent moon on back. Very cool, if you ask me and it has been positively looked on by fans as the best color edit.
I would play Iori even if he had no special moves, but I'm glad he has so many great moves and properties. Almost every aspect of him has improved from XII, and I would go so far as to say he may be stronger then his flames version, in power, mix up...but maybe not priority. His low jumps and fast moves really make for a fun play, having mained Freeman in garou for so long, Its good to have something similar and different all at the same time in a game worth playing...(xii killed me with its crappy brokenness....). Anyway, feel free to ask any questions or discuss tactics.
Cosmetic:
Iori has a tenth color edit that makes him wear the same colors as his original clothing, down to adding a crescent moon on back. Very cool, if you ask me and it has been positively looked on by fans as the best color edit.
I would play Iori even if he had no special moves, but I'm glad he has so many great moves and properties. Almost every aspect of him has improved from XII, and I would go so far as to say he may be stronger then his flames version, in power, mix up...but maybe not priority. His low jumps and fast moves really make for a fun play, having mained Freeman in garou for so long, Its good to have something similar and different all at the same time in a game worth playing...(xii killed me with its crappy brokenness....). Anyway, feel free to ask any questions or discuss tactics.