#Kof 13 iori how to#
Part of Phoenix's detail-heavy articles, the first discusses how to properly apply a defensive fuzzy guard technique to help against high/low/throw mixups from hops.Another guide for fighting Andy and punishing his attacks and abusing his weaknesses.A guide for dealing with King's zoning and special game.Helps players fight against Benimaru, while also providing Benimaru players with info on what not to do.Lists out the criteria a player should look into while learning a new character.Explains how newer players should pick their initial team, stop worrying, and keep playing.Explains how close range offense works in KOF and includes a video tutorial.Compares strengths and weaknesses of Kyo and NESTS Kyo.hcb + K on the first hit guardcrushes fairly well.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
#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.