zinghasem.blogg.se

Kof 13 iori
Kof 13 iori










kof 13 iori

IoriĬould no longer wield his trademark purple flames. Stole Iori's sacred treasure, the Yasakani no Magatama, and his power. Which he seriously injured Kyo and Shingo. Strengthening presence of Orochi caused Iori to enter the Riot of Blood, in Spelling possible catastrophe, it seemed that the Yagami clan would soon beĪgrees on Chizuru's request to team up with Kyo and Shingo With the defeat of Chizuru and the crippled Orochi seal Ash then makes an offer of servitude to Iori, who answers withĪ fierce attack. After their battle with Mukai,Ĭhizuru's powers. Request of Chizuru, because it seemed that the current tournament might be In KOF 2003, Iori reluctantly teams up again with Kyo and Chizuru at the Irrelevant, because he could take on whole teams by himself. Would get a chance to face Kyo if he enters. Iori to join his team for the next tournament, under the presumption that he Neck, and Kyo obliges his rival by crippling the great demon with one lastĭeathblow, allowing Chizuru to reseal Orochi. In a last-ditch effort, Orochi causes Iori to enter the Riot of Blood,Įxpecting him to turn on Kyo and Chizuru. As was done in the legends of their clans, the trio successfully defeat

kof 13 iori

The finals, where he confronts the remaining "Four Heavenly Kings" of Orochi, Yashiroīeaten, Orochi possesses Chris' body and attempts to destroy the three clans at Unable to control this surge of Orochi power, Iori violently attacks and defeats Iori loses control of his Orochi blood, he enters a stage called Riot of Suddenly undergoes symptoms of the Riot of the Blood ( When Vice and Mature are left shaken by the ill omen. During the battle, Chizuruĭies and leaves a warning to not underestimate the power of Orochi However, at tournament finals, he ends up joining The women disappear and promise him they'll meet again

kof 13 iori

Later that night, he has a nightmare about two women mocking his Vice and Mature agree, but are stillĮvents of KOF '97, Iori learns of Kyo entering the tournament from the Intends to use them to help him kill Kyo. After a briefįight, Iori agrees to enter, once the two submit to be his servants. The King of Fighters '96 tournament, Iori is visited by ViceĮntering the tournament and try convincing him to join as well. Gave them greater power, but shortened their lives. Seal Orochi, but later made a pact with it.

  • hcb + K on the first hit guardcrushes fairly well.Enemy of Kyo Kusanagi.
  • Even better, if the opponent happens to jump behind you when the close C comes out, Iori automatically faces the correct side and will anti-air them
  • run up to opponent and do close C, as it will stop all jump attempts.
  • hcb f + P has some startup of invincibility and can grab people out of their jumpins, similar to Clark's dp + K frankensteiner.
  • However, there are many pokes that can still punish this move even if it is not fully completed, such as Joe's far D You can use random delays between them, for mindgames.
  • if qcb + A is blocked, do it once more or stop, not a third time.
  • If opponent is close, hopping up or back with D stops most jump attempts
  • use jump C or jump A air to ground battles, early jump D or jump CD for air to air battles.
  • sometimes attempt to do the jump b+B crossover (the trick to doing this is when jumping over your opponent hold the forward and hit the B reasonably late).
  • This can be used to run up then backdash away for mindgames

    kof 13 iori

    Use this to easily get away from rushdown, as well as baiting opponents (mainly on wakeup).

    #KOF 13 IORI FULL#

  • Using b + B during the beginning of a backdash will make him dashback nearly a full screen length.
  • Hyper hopping over the opponent into the crossup makes it a far more dangerous tool Some characters can simply sweep Iori when he attempts this crossup. Most people however, use it in a very obvious manner, by running full speed before jumping over the opponent, which is useless against an experienced player. Iori also has his jump b + B crossup, although it is best done as a surprise attack by hyper hopping over the opponent. The mindgames can be further increased by instead doing a close C after close B (which does actually combo), in the case that he thought you would scum gale after the close B. He can also attempt to tick scum gale from a close B. His options include crouch B, close B, f + A (two lows) and hcb f + P scum gale.












    Kof 13 iori