The King of Fighters '97/Daimon: Difference between revisions

From SuperCombo Wiki
Line 4: Line 4:


==Throws==
==Throws==
{| class="wikitable"
|-
! scope="col"| Move Name
! scope="col"| Motion
! scope="col"| Nickname
! scope="col"| Description
|-
! scope="row" |Hatsu Gane
| Near f or b + C
|
|
|-
! scope="row" |Issetsu Seoi Nage
| Near f or b + D
|
|
|-
|}


==Special Moves==
==Special Moves==

Revision as of 20:47, 6 December 2015

Introduction

Movelist

Throws

Move Name Motion Nickname Description
Hatsu Gane Near f or b + C
Issetsu Seoi Nage Near f or b + D

Special Moves

Move Name Motion Nickname Description
Takra Tsubushi f+A
Zuju Barai df+C
Jirai Shin dp+A
Fake Jirai Shin dp+C
Chou Ousoto Gari dp+K(Close)
Chou Ukemi qcb+K
Neko Gaeshi qcf+K
Kumo Tsukami Nage hcf+A Use against airborne opponents
Kiri kabu Gaeshi hcf+C
Tenchi Gaeshi hcb, f+P(Close)
Uru Nage hcb, f+K

Super Moves

Move Name Motion Nickname Description
Jigoku Gukuraku Otoshi hcb , hcb + A or C Heaven To Hell Drop
Arashi no Yama (Nekko Meki) hcf , hcf + B or D Mountain of Storms (Root Puller)
Arashi no Yama (Zoku Kiri Kabu Gaeshi) hcf + B or D Mountain of Storms (Continued Sliced Stump Return) after Nekko Meki
Arashi no Yama (Nekko Meki Ura Nage) dp + B or D Mountain of Storms (Root Puller Reverse Throw) DM version after Kiri Kabu
Arashi no Yama (Zoku Tenchi Gaeshi) dp + B or D Mountain of Storms (Continued Heaven and Hell Return) SDM version after Kiri Kabu

Combos

Jumping C/D, Standing C/D, hcb,f+C (Rush 2+)
Jumping C/D, Standing C/D, dp+B/D (Rush 2+)
Jumping C/D, Standing C/D, hcf+C (Rush 3)
(1)Jumping C/D, Standing C/D, hcf+A (Rush 3)
(2)CD/Crouching D, hcf+C (Rush 2)
(2)f+A, hcf+C (Rush 2)
Standing C/D, df+C, hcb,f+C (Rush 2+)

  • Standing C/D, df+C, hcb,hcb+A/C (Rush 2+)
    • Jumping C/D, Standing C/D, hcb,hcb+A/C (Rush 2+)
    • Jumping C/D, Standing C/D, hcf,hcf+B/D, hcf+D, dp+D (Rush 2+)

(3)**Jumping C/D, Standing C/D, hcf,hcf+B/D, hcf+D, hcf+C (See Notes)

Strategies