IoriBot v1.0
Difficulty Intermediate
Focus Punishes, Air Punishes and Spacing
KoF has unique movement options that make defense and maintaining your spacing difficult for newcomers to the series. The difference between hop and jump can turn the same air button into a much bigger threat depending on which movement option was used and at what spacing. To prepare new players to handle these options requires a little more muscle memory and focus on controlling your opponent than in some other games. IoriBot has a moveset well suited to showing off the power of varying jumps while still giving players a chance to react and understand their options. Practicing with this bot will help show the player how their anti-airs and air to airs effect their ability to follow up with pressure or a punish.
Bots in KoF are able to be saved by activating the game's "Autosave" function. However, you can only save 1 bot at a time. Therefore, we have checked all characters using Ioribot inputs to determine how useful they are for training in advance. The following are worth sparring with for match up specific punish and spacing practice (although they have no point system.) If the characters 623K is a special attack but does not advance them, use the bot for whiff punish and anti-air practice (ex. King, Clark). If the character has no 623K special move but advances with their 214P (ex. Terry, Shun'ei), the bot can be used in the same way as IoriBot, with varying levels of effectiveness. A full list of characters and related things can be found in the 'In Depth' section at the bottom of this page.
Be careful when anti-airing this bot's hop attack as it will usually come out as a hopping blow back causing the player to take a decent chunk of damage and lose control of the spacing completely. The bot will occasionally backdash. Use this as an opportunity to move forward and take control of your spacing.
Gauge Settings
As with all bots, 1P Health should be set to "Normal" and 1P Power Gauge to "5"
These settings may change based on your goals, explained in the Difficulty section below.
Settings for 2P are Health - "Auto-Recover" and Power Gauge - "Normal".
Goals
Completing each action gives 1 point. Try to get to 10 points without dying. Note that if you don't see the word Punish show up on your side of the screen when you perform a punish for points A, C and D you did not perform the punish correctly.
Points System
- A - Punish Iori's Claw Comb (623K) on block.
- B - Air to Air Iori's hop or jump. You can gain an extra point for succesfully performing your air reset mix up after a succesful air to air
- C - Punish Iori's 127 Shiki rekka (the third hit is punishable on block at most spacings)
- D - Punish Iori's DP.
Variants
- To train Meter Awareness, change 1P Power Gauge to 0, points are gained for using the correct punish based on available meter (no points gained for punishes that use no power gauge).
Difficulty Levels
- Easy - Points given for ABCD, you also get a point for B even if you use a grounded anti-air.
- Medium - Points given for ABCD (no more points for grounded anti-airs)
- Hard - Points given for BCD (still no more points for grounded anti-airs)
- Extreme - Points given for B and C only (if you normally play defensively) or B and D only (if you normally play offensively.)
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Recording Notes
- Players should note that if you hold buttons or directions before starting input they will instantly occur once you start recording. This makes it easier to get frame 1 inputs compared to most other games. Additionally you can hit start to end recording just like other games, as well as the 'record' button. Use whichever is easiest for you.
Action #1
FirstFrame 1HP+LP (hold until end), 236, end recording
Action #2
214 LP (hold until end), end recording
Action #3
3HK, 44, 91, end recording
Try to enter the 9 > 1 as quickly as possible. The goal is to cause a hop, rather than a full jump.
If you are unable to get a hop using 9 > 1, you can try to use a very fast 9 > end recording, and see if you are able to get a hop more easily using this method.
Action #4
FirstFrame 6LK, 632, end recording
Action #5
6HP+HK, 9632, end recording
In-Depth
Still in progress.