cr.D is very fast and long, but has very bad recovery and isn't cancel-able on hit or on block, so whiffing it or having it blocked can leave you wide open.A bit slow to use on reaction, but decent vs hops (Iori doesn't have many buttons to cover this for him). cr.C can be used to anti-air opponents but, it might trade sometimes if timed incorrectly.When running at your opponent, you can use this to stop your dash and to throw out a quick low attack, next to hyper hopping j.C. It's a little slower than other cr.Bs in the game and chains a bit slower too, but stays out for a long time, making it very good to catch jump landings with. cr.B will be used a lot for his high low/pressure, rush down and for starting combos.cr.A has great range and can be canceled into qcb+A.Good for pokes when done on the tip, and also for preemptively stopping hop attacks, but its whiff recovery is bad. st.D is a long button with decent speed that hits pretty high too.The recovery isn't great but can be canceled into specials for safety. It's good for punishes just outside of close normals' range. st.C has good range and is cancelable.It is fast, has good recovery, and can be used to frame trap opponents with qcb+A. st.B is a good close range poke that is aimed at the opponents lower midsection.Doesn't hit very high so unlike most st.As, this one isn't very good to stop hops. The distance on the stand A is rather short, though. st.A is +4 on block which is good for poking at a close range and to bait and block Guard Cancel Attacks, also useful for frametraps.cl.D doesn't cancel into anything but covers a big area and is useful for a quick anti-air to stop opponents from jumping out of the corner.Only the first part before his arm is stretched is cancelable. Reaches very high, so it works well for run-unders and stopping opponents from jumping above your head. Also great for close punishes, frametraps, and as a close anti-air as well to stop hops/jumps. Main combo starter after a jump-in or for when you need a heavy attack. You can link cl.C after it on hit (1f link, not 2f due to pushback). Has best frame advantage (+2 on block/+4 on hit) among his cancelable light normals, so good for strings/confirm chains. cl.B is a low attack with a close activation range.cl.A hits around waistline (so not very good vs hop), chainable so can be used as combo filler.Most of his moves are virtually the same as before, and the same mixups that made him notoriously strong in other games still do apply, it's just that he won't kill in 2 combos anymore, and will need to work harder in order to win. This may sound like a deal breaker, but otherwise, as said above, Iori is still largely the same. It adds up with other small nerfs, bringing Iori's combo damage noticeably below other top tier characters (such as K' or Kasumi).Ģ) Scum Gale is not invincible, making it harder to land without getting hit, and not allowing it to be used as reversal.ģ) Iori's Max Mode damage is on the lower end of average, and with only 1 hit to confirm from for optimal damage.Ĥ) No stun means that unlike in KoF ', Iori can't stun in 2-3 combos anymore.ĥ) Priority on his buttons has gotten worse, making him more likely to get beaten and zoned out. This seemingly small change shortens Iori's confirms and lowers the damage on his BnBs. So to make it clear, Iori is still largely the same, but a few small nerfs change the picture:ġ) f+A is not cancelable. He is often called "easy to pick up, but difficult to master" his tools are easy to understand and don't change much from game to game, but when used right, Iori becomes a pain to deal with.ĭespite his reputation as the series' top tier, in this game Iori is commonly put into mid tier, which often leads to confusion and questions. This "vortex" style of play with a very strong mixup game is perhaps what earned Iori his reputation. Iori's main BnB always leads into hard knockdown, and then he can force the opponent to guess between a meaty, a command grab, or his ridiculously good crossup, which again leads into another hard knockdown. But the most notorious part about him is his oki/mixups. He has both a projectile and a DP, as well as a rekka and a command grab, all with a great set of ground and air normals. He's commonly called a rushdown/mixup character, but he's fairly versatile and has a simple but universal toolset. Iori is one of the classic KoF characters who has gained quite a reputation over the years for his strength in KoF games like '98, 2000 and XIII. Maiden Masher - + / Wolf Bloom - During Maiden masher, x 4 +įlame Disentangle - + Quick Starter Combo Reference 0 BarĬr.B, cr.A/cl.B, f+A, qcf,hcb+P > qcfx4+AC = 40%