Iori Yagami (XI)
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Overall find him weaken in terms of combo damages, but interms of attacking style he still has many various ways to start an attack.. though his jump hook kick is useless(cannot time), stand C recovery time lengthen and his a speed slowed.. other then that using him like in 2002 is still workable..
still a well balanced character..
btw,
jump C/D, stand C, fw A, maiden masher, (dc) LDM.
just wanna noe is this his most damaging combo?anyone else has somthing better and practical as well?
still a well balanced character..
btw,
jump C/D, stand C, fw A, maiden masher, (dc) LDM.
just wanna noe is this his most damaging combo?anyone else has somthing better and practical as well?
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- christensenray
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- christensenray
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Gotcha. Finally got it to connect today. I've also noticed that his sC/sB, f+A, f+A, (qcb+C)x3 connects a lot better than it did in 2k2. His second f+A seems to reach further and come out a little further. You dont need to rely on a crossover in order to do the combo, just a deep jA/B/C. The extra 2 hits makes it easy to QS midway through the Aoi Hana string and much more worth the stock.
- 4gotten_kazama
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LDm cancel combo?
Does anyone know the LDm combo so I can swith my leader sometimes...
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- 4gotten_kazama
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After scumgale I do A I (the scratch) into qcbX3 if I have meter I do scratch C into eight maidens hard as hell but I can get it consistantly
Alright I see people say you can get sai... the qcfX2 super after eight maidens how and whats the input is it before the end of the super are while its hitting are is it just regular input at the end with hard timing?
I'm sorry some one help me....
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Alright I see people say you can get sai... the qcfX2 super after eight maidens how and whats the input is it before the end of the super are while its hitting are is it just regular input at the end with hard timing?
I'm sorry some one help me....
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hi forumers,im new in this forum
in terms of ioris low damage,every character in kofXI has toned down damage,the fights are longer than before
so in this aspect,i cannot say his attacks have toned down
iori here is like ngbc iori,one thing you have to keep in mind though is not his C but more his short A punches that can be comboed with +a XA
tapping A from a jump can serve as an overhead attack that can comboed with a,a to crouch b,a, and ..a,a to +a X3 is the cheapest but most deveestating combo,iori can also convert from air to a,f+a to a maiden masher or LDM
his fighting style has change a bit in terms of his new DM which serves as an anti air like terry,actually qcfx2+P DM has 90% chance of hit in the game,although it has short range,but it comes out instantly in the corner,and its really fast to do
he has no new animations for his fighting,but his sprites has cleaned up a lot
no new animations for fighting but a lot in his special intros,its obvious iori's charisma is keeping him in kof,and his original style of fighting
for iori fans,hes got no orochi rage,not one moment where he goes in rage,or turns black when he does aoi hana,or does his nine cups stun
he has only one victory pose now,he doesnt do the laugh anymore,and his voice is lower and much more serious,so iori is more serious than before
his LDM ends with a big explosion now,his fire doesnt turn red anymore,and the animations and sound for his fire is the only thing new,his fire is blueish now,and he does show a LDM spark when he does his LDM only in the last moment his hand reaches you,the sound starts and he slams you to the floor and picks you up
he is best when fighting with magaki,the last boss because his jump back+B is a killer,i defeated magaki because his ariel jump D is crazy,he can leap over the rest of magakis nonsence and dive right on his head,his crouch B,A,qcb+A x3 is crazy
iori's main fighting style has already been so dominant,if he were to have more improvements,he would already be a sub boss level,his fighting style could match almost everyone
in terms of ioris low damage,every character in kofXI has toned down damage,the fights are longer than before
so in this aspect,i cannot say his attacks have toned down
iori here is like ngbc iori,one thing you have to keep in mind though is not his C but more his short A punches that can be comboed with +a XA
tapping A from a jump can serve as an overhead attack that can comboed with a,a to crouch b,a, and ..a,a to +a X3 is the cheapest but most deveestating combo,iori can also convert from air to a,f+a to a maiden masher or LDM
his fighting style has change a bit in terms of his new DM which serves as an anti air like terry,actually qcfx2+P DM has 90% chance of hit in the game,although it has short range,but it comes out instantly in the corner,and its really fast to do
he has no new animations for his fighting,but his sprites has cleaned up a lot
no new animations for fighting but a lot in his special intros,its obvious iori's charisma is keeping him in kof,and his original style of fighting
for iori fans,hes got no orochi rage,not one moment where he goes in rage,or turns black when he does aoi hana,or does his nine cups stun
he has only one victory pose now,he doesnt do the laugh anymore,and his voice is lower and much more serious,so iori is more serious than before
his LDM ends with a big explosion now,his fire doesnt turn red anymore,and the animations and sound for his fire is the only thing new,his fire is blueish now,and he does show a LDM spark when he does his LDM only in the last moment his hand reaches you,the sound starts and he slams you to the floor and picks you up
he is best when fighting with magaki,the last boss because his jump back+B is a killer,i defeated magaki because his ariel jump D is crazy,he can leap over the rest of magakis nonsence and dive right on his head,his crouch B,A,qcb+A x3 is crazy
iori's main fighting style has already been so dominant,if he were to have more improvements,he would already be a sub boss level,his fighting style could match almost everyone
- Perfect Stranger
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Hi, welcome to ON, please enjoy your stay...
Couple of pointers before the more harsh members of this board sink their fangs into you:
- This forum is a based on technical discussion of the KOF XI game. This means we talk about strategy, priority, tactics, attack strings and setups, etc. Posts about how cool a character looks, why he has no Orochi rage animations, victory win poses, etc, have little place here, especially in character specific threads which should be almost entirely on how to play said character.
- For less serious discussion of such (I hesitate to use the word "fan") issues, please consider either this thread or the KOF/Capcom General Forums.
- Iori's flame pillar DM (qcf x2 p) is actually rather subpar for an anti air measure, since it is slow to come out and is easily interrupted. It works best if you predict correctly that the opponent is going to jump, or if you super cancel it from a C.
- Iori is generally regarded as being at least 2-3 tiers away from the top tier characters of XI, for good reason - less damage, nerfed crossover kick, removal of 2k3's 50/50 command grab/low b mindgames, etc. You are free, however, to dispute this, especiall in the top tiers thread
Once again, please enjoy your stay here at ON...
Couple of pointers before the more harsh members of this board sink their fangs into you:
- This forum is a based on technical discussion of the KOF XI game. This means we talk about strategy, priority, tactics, attack strings and setups, etc. Posts about how cool a character looks, why he has no Orochi rage animations, victory win poses, etc, have little place here, especially in character specific threads which should be almost entirely on how to play said character.
- For less serious discussion of such (I hesitate to use the word "fan") issues, please consider either this thread or the KOF/Capcom General Forums.
- Iori's flame pillar DM (qcf x2 p) is actually rather subpar for an anti air measure, since it is slow to come out and is easily interrupted. It works best if you predict correctly that the opponent is going to jump, or if you super cancel it from a C.
- Iori is generally regarded as being at least 2-3 tiers away from the top tier characters of XI, for good reason - less damage, nerfed crossover kick, removal of 2k3's 50/50 command grab/low b mindgames, etc. You are free, however, to dispute this, especiall in the top tiers thread
Once again, please enjoy your stay here at ON...
- Derrace
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hmm, I havent got it to connect. I timed it such that it came out straight after the rush DM...and the animation just came out and went through the opponent. and yah, this was with the opponent in the corner..AcidicEnema wrote:Regular input with hard timing.
Edit: I believe its corner only, tho.
can someone verify that this actually connects? Meh, I spend 1 hour too many trying.. and if it's comboable, I would definitely be able to pull it out.... will try playing around with the A and C versions next time...
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- Higashi Hurricane
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I'm kinda surprised Iori's Kuzukaze stun time is so short. You can link it with a far C, but it must be done immediately upon regaining control of Iori. Be late by even half a second, and opponent can block it. Kinda risky to use in the open now.
Iori may be nerfed, and he feels clumsy (controls wise) compared with 2k2, but he's still one of my serious characters, mainly because I can beat out a lot of jump-ins with his jump D. Even top tier characters like Eiji, Oswald, Kula and Jenet can't match Iori's jump D if you do it in response to an opponent jump-in.
Iori may be nerfed, and he feels clumsy (controls wise) compared with 2k2, but he's still one of my serious characters, mainly because I can beat out a lot of jump-ins with his jump D. Even top tier characters like Eiji, Oswald, Kula and Jenet can't match Iori's jump D if you do it in response to an opponent jump-in.