KOF XIII: EX Iori

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Re: KOF XIII: EX Iori

Post by kadosho » Thu Nov 24, 2011 01:05

New Iori (w/o flames) really takes some getting used to. I have yet to adapt with his new style.
But with flames (and berserk) he may be a bit more crazy to control. Given the new engine design (that might be a good sign).
Never noticed how balanced Iori truly was w/o his flames. I really underestimated the guy.

:lol:

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Re: KOF XIII: EX Iori

Post by *~cristina~* » Thu Nov 24, 2011 15:40

i was watching ATB's iori yesterday in wednesday brawl.

i notice qcb A * 3 actually have a shorter recover then qcb c * 3 ,
it looks the roll mix up works better with QCB * 3 A .

but not so sure about if i can do c > 6a > qcb A ...

shame the DLC won't release until later , i would love to test it out straight away...

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Re: KOF XIII: EX Iori

Post by Dark_Chaotix » Sat Nov 26, 2011 05:41


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Re: KOF XIII: EX Iori

Post by Dark_Chaotix » Mon Dec 19, 2011 14:23

Added his movelist vid to first post.

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Re: KOF XIII: EX Iori

Post by Toxic Avanger » Mon Jan 16, 2012 03:58




A youtube version of the tudou link that someone was posting all over the place.

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Re: KOF XIII: EX Iori

Post by Dark_Chaotix » Mon Jan 16, 2012 13:34

Whats happening in that second vid? What is he cancel or what are the inputs? It looks like he is cancel qcb+A qcb+A really quick so it hits on the second one.

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Re: KOF XIII: EX Iori

Post by Persona » Mon Jan 16, 2012 13:49

You cancel it like in 2001 but to be honest I don't know how he can do it with having drive meter there.

Either that or maybe it's something completely new since it seems he's instantly whiffing his qcb P.

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Re: KOF XIII: EX Iori

Post by Toxic Avanger » Mon Jan 16, 2012 15:36

The prof said that there is some sort of bug related to the aoi hana (is that the name? :lol: ). Supposedly he can sort of drive cancel it for free like he did in '01, and that is the basis of the infinite.

I have absolutely no clue about the details, though

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Re: KOF XIII: EX Iori

Post by *~cristina~* » Mon Jan 16, 2012 15:59

He actually used up the drive meter during the combo.
As long as u don't have drive meter to drive cancel > DM,
U can just "qcb a > qcf hcb P" * n

But it has to be done really quick for it to connect.( said in KOF koucha)
May be that's y we didn't see him finish the combo, cos it is pretty hard & a lots of
Effort for that dmg.

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Re: KOF XIII: EX Iori

Post by Gunsmith » Wed Jan 18, 2012 19:55

added combo videos by Lost Feather and Persona to first post.

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Re: KOF XIII: EX Iori

Post by Musolini » Thu Jan 19, 2012 20:14

what about the first combo in the vid above it? the one that starts with a counter hit. jump in attack .C fwd .A, QCB .A .C, QCB .A .C, fwd .B bc mode. the forward .B is way too slow to connect, how does he do it?

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Re: KOF XIII: EX Iori

Post by Dark_Chaotix » Mon May 21, 2012 12:37

Interesting crossup at 1:50


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Re: KOF XIII: EX Iori

Post by Dark_Chaotix » Sun Jan 06, 2013 23:27



At 2 mins
There are some monsters out there...

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Re: KOF XIII: EX Iori

Post by keech » Sun Jan 20, 2013 10:54

Trial Vid


There are two versions of Trial 5 that I put up together. It isn't an error

3. Have to run slightly for the hcb+B/D to connect

5. As stated above, there is two version of this trial, one to highlight the way the trial is intended to be done and the other with the rekka cancel. For the first one its the exact way its meant to be completed and thats with a DC from the rekka into the DM. Basically you have to input the rekka sequence really quick so the first rep misses and the second one hits and DC on the second hit. The timing is pretty tight.

The second version is with the rekka cancel where after you do the second rep of qcb+AC, you do the DM sequence to recover quicker, then you quickly input the 2x qcb+A/C so the second rep hits. If done right and quick enough, the rekka will still hit and you dont need to DC into DM. The main reason for this is to show how the rekka cancel works and the difference between the cancel and no cancel. It also give an idea on how to start it and if you practice it and get a few more reps, you can get decent damage from it.

6. Cancel the qcf+AC late as possible or else you will get DM or dp+AC instead. When jumping over opponent, have to hyperhop of you will not cross up correctly.

9. Delay the rekka late as possible from dp. I also put the stick in neutral to avoid DM. Also have to time each rekka with a small delay, so the are high as possible and the dp hits.

10. Don't forget to run slightly after every throw so the sC and dp hits.
Sorry I highjacket your OG post!! wow


I'm new with Flames Iori and don't get how taco and link rekka, rekka, dp in corner works. I find in some circumstance i can deal normal j.6b when I'm on the other side of the enemy with whom I was jumping. Hop taco works only on chin? I can deal taco crossup when face-to-face with opponent? Or i need distance and some wide angle? And pleese wrote some bnb okizeme plays with taco and others tools Iori if you can.

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Re: KOF XIII: EX Iori

Post by Toxic Avanger » Sun Jan 20, 2013 19:38



.......

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