Difference between revisions of "The King of Fighters XIII/Iori Yagami"

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==Special Attacks==
==Special Attacks==
[[Image:Etincelles.png]]
[[Image:Nueuchi.png]]


'''Etincelles = qcf+P''' - Light swipe attack, the weak version comes out fairly quick so it can be safely be used to build meter when the opponent is on the other side of the screen or on the ground, the strong version stays out a bit longer but at the same time has a slower start-up so it may be difficult to combo into, it can also nullify projectiles whether they're on the ground or in the air, all versions knockdown standing opponents, both the weak and strong versions are super cancel-able on the 2nd hit
'''Nueuchi = dp+P''' - An upward claw attack that extends from his hand, the weak version does one hit while the strong version does two, juggles opponents when used as an AA, drive/super cancel-able as soon as the hit registers




(EX) = qcf+AC - Does more hits and comes out just as fast as the weak version
(EX) = dp+AC - Does more hits, faster start-up, and has complete invincibility making it extremely good to punish special attacks to DM's


- Super Cancel-able
- Drive/Super Cancel-able


- Hit Detection: High
- Hit Detection: High


- Damage: 70/55x2/60x3
- Damage: 60/75/65x3




[[Image:Coup_de_Veine.png]]
[[Image:Shogetsu.png]]


'''Coup De Veine = dp+P''' - A very fast light uppercut that juggles the opponent, weak version goes about half screen but can be chained together twice, strong version goes farther and can be chained to the weak version also has start-up invincibility, both version can be drive/super canceled on hit
'''Shogetsu = qcb+P''' - A double claw attack that juggles the opponent, weak version does one hit, the strong version does two hits, both version can be drive/super canceled on hit




(EX) = dp+AC - Has complete invincibility during the dash, goes pass projectiles and when it hits it launches the opponent into the air vertically
(EX) = qcb+AC - Has invincibility at start-up and knocks the opponent into the air slightly, does two hits


- Drive/Super Cancel-able
- Drive/Super Cancel-able
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- Hit Detection: High
- Hit Detection: High


- Damage: 60/80
- Damage: 25+40/40x2/60+80




[[Image:Reverie_Sou-haiter.png]]
[[Image:Akegarasu.png]]


'''Reverie-souhaiter = qcf+K''' - Forward dash, has upper body invincibility
'''Akegarasu.png = qcb+K''' - Forward claw slash attack, chips guard very well, weak version goes 1/3 screen while the strong version goes 3/4's of the screen


- Cancel-able


(EX) = qcb+BD - Invincibility at start-up and does an extra hit


[[Image:Reverie_Prier.png]]
- Drive/Super Cancel-able


'''Reverie-prier = qcb+K''' - Backward dash, has lower body invincibility
- Hit Detection: High
 
- Cancel-able
 
 
[[Image:Reverie_Jere.png]]
 
'''Reverie-jere = qcb+P''' - Instant counter teleport that punishes normals to EX attacks, weak version works against air attacks although it's not fast enough to follow-up with a punish so it's more like a quick getaway move or reversal, strong version works against low/mid attacks and the recovery is good enough to follow-up with a punish or a throws
 
 
(EX) = qcb+AC - Instant counter that works on high/mid/low attacks, when successfully used it temporarily locks the opponent in hit-stun long enough for you to start a combo and punish accordingly, also when used on an air opponent it automatically pulls them to the ground 
 
- Cancel-able


- Hit Detection: Close High/Mid/Low on hit
- Damage: 60/70x2




[[Image:Mistral.png]]
[[Image:Tsuchitsubaki.png]]


'''Mistral = hcb f+P''' (close) - A light pillar instant command grab that launches the opponent into the air then they plummet to the ground
'''Tsuchitsubaki = hcf+P''' close - A command grab to slam, when the opponents hits the ground they bounce into the air (switching sides) for a possible combo follow-up




(EX) = hcb f+AC - Launches the opponent higher into the air which allows you to combo afterward
(EX) = hcf+AC - Launches the opponent very high into the air, long enough to combo afterward


- Hit Detection: Close
- Hit Detection: Close


- Damage: 150/100
- Damage: 50


==Desperation Moves==
==Desperation Moves==

Revision as of 03:20, 10 September 2010

File:Iori.png


Gameplay Overview

Gameplay Notes

Pros

Cons

Normals

Standing

Far Normals 4.png

st. A - A punch aimed at the stomach, simple poke and it's pretty fast but still nothing fancy

- Chain-able

- Hit Detection: High

- Damage: 30


st. B - A kick aimed at the mid section, good reach

- Chain-able

- Hit Detection: High

- Damage: 30


st. C - Scratching attack, goes a good distance

- Cancel-able

- Hit Detection: High

- Damage: 80


st. D - High kick, good range, can be used to punish whiffed moves

- Hit Detection: High

- Damage: 80


Close Normals 4.png

cl. A - Same as the far version except he's using his other hand now,

- Chain/Cancel-able

- Hit Detection: High

- Damage: 25


cl. B - Low kick, goes kinda far so use it to poke and possibly start combos

- Cancel-able

- Hit Detection: Low

- Damage: 30


cl. C - Upward claw attack, this will be your main combo starter

- Cancel-able

- Hit Detection: High

- Damage: 70


cl. D - High kick, go vertical reach so it can be used to stuff jump-ins

- Hit Detection: High

- Damage: 70

Crouching

Crouch Normals 4.png

cr. A - It's the same as his st. A except during a crouch

- Chain/Cancel-able

- Hit Detection: High

- Damage: 25


cr. B - A quick crouching kick, nice reach, use it to chain lights into combos

- Chain-able

- Hit Detection: Low

- Damage: 30


cr. C - Another upward claw attack, good vertical reach

- Cancel-able

- Hit Detection: High

- Damage: 70


cr. D - Crouching sweep, knocks standing opponents down when hit, really good reach but bad recovery

- Hit Detection: Low

- Damage: 80

Jumping

Jump Normals 4.png

j. A - jump light punch, just a quick hit in the air nothing much else

- Hit Detection: Mid

- Damage: 45(40)


j. B - jump light kick, has good horizontal reach

- Hit Detection: Mid

- Damage: 45(40)


j. C - Heavy punch in the air, short reach but good hitstun

- Hit Detection: Mid

- Damage: 72(70)


j. D - Good range, good for jump-ins

- Hit Detection: Mid

- Damage: 70(68)

Blowback Attack

CD 4.png

CD - A quick shoulder tackle, okay reach

- Whiff/Cancel-able

- Hit Detection: High

- Damage: 75


JCD 4.png

j. CD - Jump to two handed attack, knocks back opponents when done air to air

- Hit Detection: High

- Damage: 90(80)


GCCD 4.png

GCCD: Guard Cancel Blowback Attack

- Hit Detection: High

- Damage: 10

Throws

Sakahagi.png

Sakahagi = b/f + C/D close - A simple grab then scratch, pretty normal

- Can be broken

- Hit Detection: Close

- Damage: 100

Command Moves

Yumebiki.png

Yumebiki = f+A,A - Double claw attack, he does one hit but if you input the same motion again he'll do another claw attack

- Cancel-able

- Hit Detection: High

- Damage: 30+45


Geshiki Yuri Ori.png

Yuri Ori = b+B in air - An overhead kick attack, when timed right it crosses up on the opponent leaving them completely helpless

- Hit Detection: High

- Damage: 55


Geshiki Kui.png

Kui = df+C - An overhead haymaker, hits mid on standing opponents but it's an overhead on crouching opponents

- Cancel-able

- Hit Detection: Mid/High

- Damage: 70

Special Attacks

Nueuchi.png

Nueuchi = dp+P - An upward claw attack that extends from his hand, the weak version does one hit while the strong version does two, juggles opponents when used as an AA, drive/super cancel-able as soon as the hit registers


(EX) = dp+AC - Does more hits, faster start-up, and has complete invincibility making it extremely good to punish special attacks to DM's

- Drive/Super Cancel-able

- Hit Detection: High

- Damage: 60/75/65x3


Shogetsu.png

Shogetsu = qcb+P - A double claw attack that juggles the opponent, weak version does one hit, the strong version does two hits, both version can be drive/super canceled on hit


(EX) = qcb+AC - Has invincibility at start-up and knocks the opponent into the air slightly, does two hits

- Drive/Super Cancel-able

- Hit Detection: High

- Damage: 25+40/40x2/60+80


Akegarasu.png

Akegarasu.png = qcb+K - Forward claw slash attack, chips guard very well, weak version goes 1/3 screen while the strong version goes 3/4's of the screen


(EX) = qcb+BD - Invincibility at start-up and does an extra hit

- Drive/Super Cancel-able

- Hit Detection: High

- Damage: 60/70x2


Tsuchitsubaki.png

Tsuchitsubaki = hcf+P close - A command grab to slam, when the opponents hits the ground they bounce into the air (switching sides) for a possible combo follow-up


(EX) = hcf+AC - Launches the opponent very high into the air, long enough to combo afterward

- Hit Detection: Close

- Damage: 50

Desperation Moves

Noble Blanc.png

Noble Blanc = qcfx2+P - Elisabeth steps forward and makes a large light energy ball, nullifies all projectiles thrown at it, good for interrupting jump-ins and attacks their attack


(EX) = qcfx2+AC - The light energy ball leaves her hand and hits the opponent 12 times, it also carries them to the other side of the screen whether they're on the ground or in the air

- Hit Detection: High

- Damage: 18x10/20x14+60


Grand Rafale.png

Grand Rafale = qcf hcb+P - Light uppercut to a light palm attack in the air, obscenely fast, it's so fast that it easily connects after the majority of air-to-air attacks along with her weak Coup de Veine, can be max-canceled on hit when in HD mode

- Max Cancel-able

- Hit Detection: High

- Damage: 40+10x13+30

Neomax

Etoile Filanto.png

Etoile Filanto = qcb hcf+BD - Instant counter to full screen light wave attack, when used as a standalone move it only activates as a counter, when max canceled it completely bypasses the counter aspect

- Hit Detection: Hit

- Damage: 25x19

Combos

(HD) - Activate Hyperdrive

(HDC) - Hyperdrive Cance

(DC) - Drive Cancel

(SC) - Super Cancel

(MC) - MAX Cancel

DMG - Damage

- cr.B, cr.A, dp Ax2, JD, qcf hcb P

- cr. B, dp Ax2, JD, qcf hcb P

- (corner) JD, st. C, f B, dp C, qcf C, dp A, JD, qcf hcb P

- JD, st. C, f B, dp C, dp A, JD, qcf hcb P

- st.C, f B, dp C, dp A×2, JD, qcf hcb P

- (close) hcb f AC, qcf C, dp Ax2, JD, qcf hcb P

- (close) hcb f AC, dp C, qcf C, dp A, JD, qcf hcb P

- dp AC, qcf C, dp Ax2, JD, qcf hcb P

- qcb AC (counter), st. C, f B, dp C, dp A, JD, qcf hcb P


HD Combos

- cr. Bx2, [HD] st. C, f B, dp C, (dp A, [HDC] qcf K, qcf C×1~2) dp A, JD, qcf hcb P

- cr. Bx2, [HD] st. C, f B, dp C,(dp A, [HDC] qcf K, qcf C×1~2) dp A, JD, qcf hcb P, [MC) qcb hcb BD

- st. C, f B, [HD] st. C, f B, dp C, (dp A, [HDC] qcf K, qcf C×1~2) dp A, JD, qcf hcb P

- JB, st. C, f B, [HD] st. C, f B, dp C, qcf C, dp A, [HDC] qcf K, qcf C×2, st. A, qcf hcb P, [MC) qcb hcb BD

Tips

- When Jump A, Jump D, or Jump CD hit successfully air-to-air you can follow with the qcf hcb P DM

- st. A, cl. D, and st. C when successfully used as an AA can also lead to the qcf hcb P DM as well

- qcf A when used as an AA can lead to dp A

- J CD and dp A on counter hit can lead to dp C

Miscellaneous

Character Sprite

File:Elisabethkofxii.gif

Colors

Colors 1.png

Other

Taunt 1.png

Taunt

Other Animations 1.png

First Row: Standing/Crouching/Evasive Roll

Second Row: Walking (forward/Walking (Backward)/Safe Roll

Third Row: Running/Back Step/Throw Break

Fourth Row: Standing Guard/Crouching Guard/Guard Crush

Fifth Row: Dizzy/Downed/Hyper Drive Activation

Last Row: Win Pose/Knock Out/Time Up Pose

Links & References

Technical Reference http://www.youtube.com/watch?v=vCabeLhO2_o