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KOF Cyberfanatix 3.0 - SNK community > Cyberfanatix 3.0 > Gameplay Discussion > The King of Fighters > KOF XIII - Team Yagami (Iori Yagami, Mature, Vice)
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Author Topic: KOF XIII - Team Yagami (Iori Yagami, Mature, Vice)  (Read 5884 times)
PureYeti
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Re: KOF XIII - Team Yagami (Iori Yagami, Mature, Vice)
« Reply #15 on: 29 of July of 2010, 11:18:37 pm »

*Work in progress*

Iori

Anywhere
Jump C, crouch B, crouch A, qcb + P/K or dp + P
Crouch B, crouch A, stand C, qcb + P/K or dp + P
Jump B, close C, stand C, qcb + K, hcf + C, run a little then dp + P, qcf, hcb + P
Cross up jump b + B, close C, stand C, qcb + P DC hcf + C, run a little then dp + P, qcf, hcb + P
Cross up jump b + B, crouch A, stand C, qcb + P, qcf, hcb + P
Cross up jump b + B, close C, stand C, qcb + P/K or dp + P
Crouch B, crouch B, stand C, qcb + P/K or dp + P
Close C, qcb + P, dp + P


HyperDrive
(Jump C, close C OR Crouch B, crouch A, close C) BC, close C, qcb + K HD Cancel qcb + P HD Cancel qcb + K HD Cancel qcb + P HD Cancel qcb + K HD Cancel qcb + P HD Cancel qcb + K HD Cancel hcf + C then follow up with your choice.

(Corner)Jump C, close C, BC, close C, stand C, qcb + P HD Cancel dp + P HD  Cancel qcb + P HD Cancel dp + P HD Cancel qcb + P HD Cancel dp + P


Mature

Anywhere
(Counter hit in air) Stand C, then juggle with qcb + P x 3
Crouch C, qcb + P x 3
Crouch B, crouch A, qcb + P x 3

HyperDrive
Close C, BC, close C, qcb + P x 3, HD Cancel qcb, hcf + AC


Vice

HyperDrive
Close C, f + A, BC, close C, f + A, qcb + P HD Cancel qcb, hcf + AC
« Last Edit: 16 of August of 2010, 08:24:21 pm by PureYeti » Logged

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Re: KOF XIII - Team Yagami (Iori Yagami, Mature, Vice)
« Reply #16 on: 12 of August of 2010, 10:44:12 pm »

qcf A/C-->P can cross up effectively from block strings and alone as well (Position dependent). Her poke game with B is still strong like 2k2, but her A sucks soo bad... Its like her arm shrunk or something.... An after effect by yours truely? (?Iori?)
Her dwn C seems to have been buffed up, there are alot of dwn C-->qcf A setups that are very hard to determine where to block (and when).

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Re: KOF XIII - Team Yagami (Iori Yagami, Mature, Vice)
« Reply #17 on: 13 of August of 2010, 03:01:53 am »

Quote from: Kei on 12 of August of 2010, 10:44:12 pm
qcf A/C-->P can cross up effectively from block strings and alone as well (Position dependent). Her poke game with B is still strong like 2k2, but her A sucks soo bad... Its like her arm shrunk or something.... An after effect by yours truely? (?Iori?)
Her dwn C seems to have been buffed up, there are alot of dwn C-->qcf A setups that are very hard to determine where to block (and when).



And here are we talking about whom?
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Re: KOF XIII - Team Yagami (Iori Yagami, Mature, Vice)
« Reply #18 on: 13 of August of 2010, 09:04:53 pm »

Quote from: Vice Vecta on 13 of August of 2010, 03:01:53 am
And here are we talking about whom?

Hahaha, *hits himself on head* I was talking about Mature and its her dp P not qcf P Tongue
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Re: KOF XIII - Team Yagami (Iori Yagami, Mature, Vice)
« Reply #19 on: 02 of September of 2010, 12:16:28 pm »

Heres some fiddling with Iori:

Anywhere with Hard Drive and 2 Stocks

J. Back B-->C-->dwn fwd C-->Heat dash forward-->C-->dwn fwd C-->qcb B-->qcb A (note only hits at the 2nd swing)-->dp A-->qcb B-->qcf hcb AC-->Optional Neo MAX About 870 damage

dwn B-->dwn A-->fwd A-->Heat dash forward-->C-->qcb B-->qcb C cancel first hit-->qcb B-->qcb C cancel 2nd hit-->dp A-->qcb B-->qcf hcb AC (no time for neo max cancel sadly D:) About 650 damage

Corner:
J. C-->C-->dwn fwd C-->Heat dash foward-->C-->dwn fwd C-->qcb B -->qcb A cancel 2nd swing-->qcb B-->qcb A wait.... next move is NOT a cancel but a juggle either...
A) qcf hcb AC-->Neo Max (about 920 damage 5 stock)
B) dp A-->qcb B wait.... qcf hcb A/C-->Neo Max (about 850 damage but you'll have 1 stock remaining if you had 5)
« Last Edit: 02 of September of 2010, 12:22:30 pm by Kei » Logged
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Re: KOF XIII - Team Yagami (Iori Yagami, Mature, Vice)
« Reply #20 on: 07 of September of 2010, 10:12:57 pm »

So I got Matures Infinite down I do it by qcb A x3 (on last hit, you can do it before that but the opponent wont be in the air so no infinite)  cancel dp hit A when you are close to the ground  qcb A (then wait a sec and do it again always wait between qcb A or else the opponent will fall.)

hope this helps someone, since I am bored at work
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Re: KOF XIII - Team Yagami (Iori Yagami, Mature, Vice)
« Reply #21 on: 30 of September of 2010, 12:00:26 am »

So yeah, finally played the game...

Vice... *sigh* well, in my personal opinion, this version of Vice has removed everything that made her quite valuable before:

- hcf P grab. Before was a tactical grab that give you invincibility frames at the start up and had great range and damage. hcb f P can't be really that good, even the EX version it's not that great since the motion it's not as easy to pull out during gameplay due of her speed... i dunno, i didn't feel comfortable with it.
- Far B, dC, close D and far C. These 4 moves were quintessential in Vice's gameplay (or at least in her 98/2002/NW/UM's). Now they are gone. New far B it's a Maturesque copypasta, not big reach, not exploitable. dC it's a horrid elbow attack that blows in all uses, impossible to use as anti-air! Far C... think in CVS2 Vice's MP, that lame reach, don't hit crouchers, useless to poke far. Close D now it's that lame knee from Mature, old close D allowed you to buffer up a hcb f P grab or a DM inside a combo, now you need to make it faster and have better control motion to link a DM. Fuck, even her dB lost her former glory of being a good anti-air alternative to most attacks. Air CD it's still awesome, though. Bottomline: Most of her normal moves suck! Like suck BADLY!
- Air qcb K. Really, it needs it, a great air pressure attack, chip damage, opens up nasty combos.
- hcf B. Really, return his old value! Either that or make the D more useful since nobody used hcf D back in the day cuz was shitty! What I could propose is hcf B make it back like his old value to throw the enemy away. hcf D could be used to pull the enemy, not comboable from normal attacks but comboable inside the Drive Cancel or something.
- qcf x2 P DM. Used to be a surprising attack, a good alternative for fb spammers or the ones who love to use dD. Was a useful DM compared with that shitty ass air qcf u d P, which is still useless.
- qcf x2 K DM. Dying Fetus was useful cuz was perfect to psyche out people who were thinking you could go with qcf x2 P. In 98UM i used it so many times and yeah, was a great move as anti-air.

They tried to make her more a grappler but she only has one grab, not many option of poking, shitty normals and only 2 good moves in her arsenal: dp A and qcb A. Ignoring the fucking glitch of the dp A, this move it's quite good inside some surprising block strings.

Overall, I think she's easily bottom tier or at least in the next up tier from bottom. I found her terribly stiff and uncomfortably to use.


Mature, by the other hand... she's amazing.

Ignoring also her stupid no brainer infinite in corner, she's still solid and fun to play with. She's pretty close to her former self and sure she has plenty of tools to fuck up some opponents.

qcb C x3 it's awesome as always, safe on block, chip damage. Easy to come as a block string with dA into qcb C x3 (careful with block rollers or CD blowers).

I was surprised how good is dp A A, decent anti-air, even as a pressure attack it's good, safe on block... (or at least against  the people I played against, someone can confirm me this?)

At difference of Vice that has no effective anti-air whatsoever, Mature's dC it's still great as anti-air, sometimes trade-off with certain attacks but it's overall reliable.

Her Air C it's still the queen of the Air to Air combat, trumped most air attacks, even Kyo's jump dC attack. Abusable.

qcf hcb P fb it's still quite awesome as a bait attack. EX version it's even greater and you can easily run behind it and give pressure and block string if you must. The old tactic of release an A (or EX) fb from far away then wait to see what the enemy does still works perfectly. If jumping it's easier that the fb hits bad timed. If the enemy jumps well-timed then just do either a dp AA or a simple dC to stop him on air. If rolls forward then wait until roll's over and do dA, qcb C x3. If blocks then do any block string for chip damage.

Yeah, even without the infinite, she's easily a solid A tier.
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Re: KOF XIII - Team Yagami (Iori Yagami, Mature, Vice)
« Reply #22 on: 02 of October of 2010, 08:47:51 pm »

iori losing his flames i think is beneficial to his agressive offensive play.

the strategy i do is be aggressive and force the opponent to get guard crushed by the spamming of jump C/D -> standing C -> f+A -> f+A - qcb+B, then after this, you can do a d+B or d+A, and then reapeat it again. qcb+B is really safe to do... just be careful with grabbers after you do it...

of course, it depends on the defense of the opponent but you can start with this strategy to strike some fear in your opponents. if they are abusing normal C/D, try to distance yourself and time yourself to do the qcb+B/D (depending on distance) so that you can try and start up the pressure chain above again

sooner or later they will open up (guard crush or not) and by this time, you have gained some bars and do the simple combo of standing C -> f+A -> f+A - qcb+B -> DC -> qcf+qcb+A (or EX)

on wake up, dp+A is a good move, so depending on how you read your opponent, you can avoid getting pushed in the corner...

that's it for now  Smiley

PS. Hell yeah, just watched T Bogard's post in the main page and the 2nd video had my match! now i have something to show my girlfriend, thanks T Bogard and nice playing with you yesterday! Smiley
« Last Edit: 02 of October of 2010, 09:13:32 pm by vectorsigma » Logged
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Re: KOF XIII - Team Yagami (Iori Yagami, Mature, Vice)
« Reply #23 on: 15 of October of 2010, 09:46:18 am »

Team Yagami combos

KOFXIII character combo IORI


KOFXIII character combo MATURE


KOFXIII character combo Vice
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Re: KOF XIII - Team Yagami (Iori Yagami, Mature, Vice)
« Reply #24 on: 17 of March of 2011, 10:21:56 pm »

Here is a good BnB combos for Iori's team

KOF XIII IORI TEAM COMBO MOVIE(ふわふわコンボ 庵チーム)
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Re: KOF XIII - Team Yagami (Iori Yagami, Mature, Vice)
« Reply #25 on: 18 of November of 2011, 10:42:27 pm »

Iori's overhead glitch in arcade version. Not sure about console version

Iori Overhead Glitch
« Last Edit: 18 of November of 2011, 10:57:08 pm by PureYeti » Logged

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Re: KOF XIII - Team Yagami (Iori Yagami, Mature, Vice)
« Reply #26 on: 28 of November of 2011, 02:54:10 pm »

Notes on Vice console version:

- Her new close D it's nowhere as effective as it used to be in her 98/2002 self. You must press D D in order to pull it out, non cancelable unless you go in MAX mode. Good damage, though (70 first kick, second kick 66), still good for combos inside MAX mode due of damage however it pushes the enemy too far unless you use hcf BD to pull them closer.

- Close D > fA it's godly good. You can combo pretty much ANYTHING from it, a thing that Vice wasn't able to do before with her close C > fA in 98/2002. Her new fA steps forward bringing enough close space to be able to combo her grabs (hcb f P or her DM/SDM hcb x2 K), her Deicide hcf B (or BD, D won't link up), her Mayhem qcb P (both A, C and AC) and her Awakening Blood qcb hcf AC NM (lovely damage). Obviously her Splash won't connect, however, it's a good block string to surprise enemies... especially, if used dp AC which is godly fast and enemies won't have time to react quickly.

To put it simply, it's as awesome as you CAN combo her grabs from jumping C/D's! So doing jump D, D, fA into hcb x2 B it IS possible! Read the B'n'B combos below).

- Far B it's cancelable, good for mid range pokes into Mayhem qcb A > qcf A. Nothing else but the A mayhem can be connected though, but you won't need anything else.

- dB into Gorefest hcb fA it's good for low poke option besides her classical dB, dA, qcb A qcf A. If you have good execution try, dB x2/3 into hcb f AC for better damage.

- Something interesting if you plan to combo her hcf B from C/D, fA: Due of damage scaling, even though her Deicide doesn't connect, the final damage from Gorefest (221 against 229) and Negative Gain (298 against 310) will be lesser so, my advice is to do both grabs directly from close C/D, fA for better damage.

- Close D it's lot more reliable to connect from a jump C/D than a close C, hitting close C requires more strict timing in landing while D comes out faster and it's more comfortable, plus (correct me if wrong), doesn't push away the dummy as close C.

Some b'n'b's without super cancels and NM's:

- dB x3, qcb A, qcf A (200 DMG).
- dB, B, hcb f A (175 DMG).
- Jump D, close D, fA, hcb f A (285 DMG)
- Jump C, close D, fA, hcf B, hcb f P (277 DMG. read tip above, comboable but lesser damage)
- Jump D, close D, fA, qcb A/C, qcf A (291 DMG/A, 316 DMG/C, go with C for better damage)
- Jump D, close C, fA, hcb x2 B DM (362 DMG).

And remember, her EX Deicide it's godly. Any move you do as anti-air/air to air, CD attack or whatever thing that puts the enemy flying WILL be caught by EX hcf BD! And also you can do D fA into anything from there on so a simply A anti-air could open up a monstrous killer combo with super cancels, EX moves, DM's and NM's (if you have the stock, that's it).
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Re: KOF XIII - Team Yagami (Iori Yagami, Mature, Vice)
« Reply #27 on: 09 of December of 2011, 11:53:18 am »

Iori combo video, sorted by how much meter/HD meter is consumed.

KOF XIII Iori Combo
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Re: KOF XIII - Team Yagami (Iori Yagami, Mature, Vice)
« Reply #28 on: 17 of January of 2012, 05:55:34 am »

Now this is a very interesting tutorial involving normal Iori Yagami (in the video dubbed as Sad Iori), it's completely voiced and adds details about poking, frame advantage, special attacks, mix ups and combos. It's quite comprehensible (it does have subtitles in case you have a problem with the accented voice over) and useful.

King of Fighters XIII - Iori Basic Tutorial
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Re: KOF XIII - Team Yagami (Iori Yagami, Mature, Vice)
« Reply #29 on: 27 of January of 2012, 11:21:19 am »

One advanced combo per character from the Yagami Team, the three of them 100% damage.

KOF XIII [Yagami Team 100% DMG Combo]
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