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This is Iori's main low threat which works wonderfully along with Jumping Heavy Punch for a high threat, though the attack is slightly negative on block.
#Kof 13 gif full#
It's additionally Iori's best anti-air should the opponent get directly above him such as if the opponent does a full jump against a cornered Iori to bait his DP which would then whiff. One of the best normals for landing a run-under anti-air and because Iori can bait a hop or jump with his projectile, it's pretty easy to land one of these anti-airs. Iori's hitbox extends very high vertically, so much that this move can easily anti-air and control the vertical space just above Iori that no other attack of his can cover.It's also a strong choice for tight frametraps because of its speed. The fast speed makes it Iori's number one attack for starting standard punish or Heavy combos since it easily chains into ( + ) which can be hitconfirmed into an appropriate followup. Close Heavy Punch (Close ) - Iori's fastest normal attack and one of his best anti-airs.
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Occasionally decent as a poke but the startup is somewhat slow and the hitbox isn't as good as Standing Heavy Kick, but on hit it can be canceled for better damage so it has its uses in footsies, combos, and blockstrings. Cancels into specials and DMs as usual, but now Iori can cancel this move into command normals. Standing Heavy Punch ( ) - A forward slash that now looks identical to ( + ).Combos into ( + > ) and Kuzukaze ( + ).Has similar close range applications as Close Light Punch, though Close Light Kick must be blocked low but as a tradeoff it isn't chain-cancelable. Close Light Kick (Close ) - A very fast low kick that puts Iori at a big advantage on block or hit which can allow him to link a Close Heavy Punch afterward.Gives Iori some CvS2 style combo options since he can buffer cr.B cr.B st.B xx qcf,qcf+P as an easy hitconfirm into a hard knockdown. Wonderful as a poke or blockstring utility, but Iori is just slightly negative/neutral on block so it can be interrupted if used repeatedly. Standing Light Kick ( ) - Fast horizontal checking kick that reaches even further than in previous games.Even better on block than say, Crouching Light Punch and if Iori's not close enough he'll use his Standing Light Punch which behaves rather similarly. Chains and special cancels and leaves Iori with a sizeable advantage on block which even allows him to link a cl.C/cr.B afterward on hit. Much like Standing Light Punch, this is a blockstring and pressure tool when on the offensive. Close Light Punch (Close ) - Looks similar to Standing Light Punch but Iori uses his other arm and doesn't extend as far out, though this is irrelevant since it has a close range activation requirement.A good tool for frametraps and close-range pressure, but since the hitbox is so low it's not as good for anti-airing hops as most standard Standing Light Punch moves. It's more neutral/advantageous on block than Standing Light Kick, though it's range is shorter. Iori's Standing Light Punch hits crouchers and cancels into specials and it actually reaches further than Crouching Light Punch. Standing Light Punch ( ) - A mid-level cancelable punch.
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