after messing with 98 iori in MCM, just going to share what i found & the comparation to the actual iori in 98 .
his old combo work fine in XIII and does high dmg output compare to the current XIII chara,
so if u have play any KOF before, he is a really easy chara to pick up .
btw~ compare to the old iori, he have a much longer recovery then before:
.rekka 1/2/3 hit, all have long recovery that can be punish easily by everyone.
. fireball ( will short hand as FB ) , has longer recover after it comes out, so make FB > dragon tactic don't work so well for him .
.
K have a long recovery when it WHIFF , not like the old game u can use it to quickily get close & seems like can be
punish, so compare to the current kyo's
K which does the same thing, iori's one is so bad that can't be thrown out randomly &
still be safe .
. also his cr D is al;ways punishable, but in XIII it just even more easier...
. suppisingly, his ex super ( yaotome ) hasn't got any invincibility, but it have a quick start up,
like 99, I guess is fair...
so if he actually stay exactly the same as the ver i played... he surely isn't over powered.
ALTHOUGH !!! he is not a piece of crap at all~ =)
he does have so many ways to get opp with big damage combo,
his ex move are pretty powerful too .
. his j4b is so good in this game, is not like that dunno how to tweet this move , but they make it like the best ver. -- 97 ver.
which u can actually hit opp while they in low profile , example: i do it against iori cr B and j4b actually hit the opp iori ,
if i do it low enough. ( UNLESS they make iori's cr b hit box much bigger then before , which i strongly doubt it ) ,
a basic , but big buff for him .
. ex FB , as the offical blog shown, when it hits , it does a long stun which u can follow a short jump combo,
but difference is , is not so easy to and it in a combo from ground , cos it has a long start up , which u CAN'T combo from
close C . U have to do
> dc EX FB , but it is really easy to mess up the input become
*2 p , it is good , but so as great as what it sound.
.EX
, possiblily the best
in the game, it does a shoryu reppa animation & does a big dmg , which is just more then 20%
as a ex move which is really good, with the long animation, is so easy to hit confirm > drive cancel > more damage , which i will
explain more later .
.EX
K , same as kyo, it turn into a command grab, quick start up, but dmg just 1x% , not so great , but is a extra option.
use able , i guess...
. I am not so sure about EX command grab (
,f P ) , so not going to make a lot of comment on it for now .
combo wise:
standard :
C / cr B,A >6A > rekka / super ( follow up super too ) works fine.
HD combo C> (6A) > C>6A > "qcbC >
C 2 hit " * 3 > super (ex ) > neo max
( ex ) > command grab > dash C > 6A > combo
C>DP C> EX FB > jump D > combo
all lead to decent dmg .
hope to use him soon again and do more testing .
cristina~
copy & paste from the same post form NE, thought more people will have more interest for the info that's all.