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If this is your first fighting game, I’ll explain everything in clear detail. The inputs assume you are facing to the right; the directions are switched if you are facing left.
To throw Iori’s fireball, move the joystick down, then slide it to the right in a quick continuous motion, then immediately press any punch button. The joystick motion shown here is called a quarter circle forward, or qcf. Depending on the punch button pressed, the fireball will travel either slow or fast.
To use Iori’s anti-air special, move the joystick to the right, then down, then down-right, then press any punch button. This joystick motion is called the “Z motion” or dragon punch (dp). An easier way to think of this input is to move the joystick to the right, then do Iori’s fireball input immediately after. Depending on the punch used, Iori will elevate either low or high from the ground. This move is used when opponents jump at you.
Iori’s rekka (named after Fei Long’s 3-punch move in Street Fighter) is done just like his fireball, except you move the joystick to the left. The joystick input here is called a quarter circle back (qcb). Rekka-type moves can be done up to three times, so if you wanted to continue the rekka, you would need to input the command two more times.
Lastly, Iori’s command grab is a special grab that cannot be escaped by normal grab breaks. Move the joystick to the right, then slide it along the bottom all the way to the left, then move it straight to the right, then press any punch button. The joystick motion from right to left is called a half circle back (hcb). Iori will grab his opponent and push them to the other side. He can follow up with any attack after the command grab.
Iori also has two super moves, also called Desperation Moves or DMs. When you have at least one stock filled in your meter, you can use it up to perform one.
His most preferred DM is done by doing quarter circle forward, then half circle back, then pressing punch. Iori will dash forward and if he hits his opponent, he will repeatedly slash them for big damage. It’s used as a combo ender and a punish tool.
His other DM is the reverse: you do quarter circle back, then half circle forward, then pressing punch. Iori shoots out a more powerful fireball that stuns his opponents for a short time, though it’s not as useful as the previous DM.
Now that we have specials out of the way, let’s talk combos. Combos in KOF usually have this order: normal move > command normal > special move. Command normals are called such because you must input a single direction along with a button press.
Let’s use Iori’s bread and butter combo as an example. Before I go on, I want to make you aware that normal attacks change depending on whether you’re standing next to the opponent or not. The normal moves that can only be used when next to an opponent are called proximity normals.
Do close heavy punch, then forward + light punch, then qcb + punch. The first attack you used is a proximity normal, which can be cancelled into his f + LP command normal, which can then cancel into his rekka special. You must do these in a quick fashion or the combo will fail. However, there is a timing to it, so don’t button mash. Doing the combo repeatedly will reduce your chances of dropping it.
Sorry about the long wall of text. Hope this helped in some way.