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

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Jumping C/D, Standing C/D, hcf,hcf+B/D, hcf+D, dp+D (Rush 2+)<br>
Jumping C/D, Standing C/D, hcf,hcf+B/D, hcf+D, dp+D (Rush 2+)<br>
Jumping C/D, Standing C/D, hcf,hcf+B/D, hcf+D, hcf+C (See Notes)<br>
Jumping C/D, Standing C/D, hcf,hcf+B/D, hcf+D, hcf+C (See Notes)<br>
=Unblockable setup list=
===Unblockable dp+A timing after hcb,f+P===
'''Kyo
*''dp+C, qcf+K, dp+A
'''Benimaru, Daimon, Leona, Shingo
*''qcf+K, dp+C, dp+A
'''Ralf, Clark, Joe, Ryo
*''qcf+K, qcf+K, dp+A
'''Kim
*''qcb+B, CD xx dp+A
'''Chang
*''CD xx dp+C , CD xx dp+A
'''Choi
*''qcb+B, qcf+K, dp+A
'''Terry, Yashiro
*''qcb+B, ABC, dp+A
'''Andy, Chizuru, Shermie, Billy
*''qcb+B, dp+C, dp+A
'''Athena
*''qcf+K, ABC, dp+A
'''Kensou
*''qcf+K, qcb+B, dp+A
'''Chin
*''Roll, Roll, dp+A
'''Mai
*''j+CD (as coming down), CD xx dp+A
'''King
*''dp+C, ABC, dp+A
'''Chris
*''backdash, qcb+D, dp+A
'''Yamazaki
*''qcf+K, far D, dp+A
'''Mary, Robert
*''CD xx qcb+D, dp+A
'''Yuri
*''hcf+A, dp+A
'''Iori
*''CD xx qcb+D, CD xx dp+A
=== Unblockable dp+A timing after hcf+C ===
'''Kyo, Benimaru, Choi, Chin, King
*''2D, dp+A
'''Daimon
*''B , dp+A
'''Leona
*''backdash, dp+A
'''Ralf, Clark, Kim, Athena, Ryo
*''A, dp+A
'''Chang, Shermie, Billy
*''ABC, dp+A
'''Terry, Joe, Kensou, Yashiro, Yamazaki, Robert
*''CD xx dp+A
'''Andy
*''D, dp+A
'''Chizuru
*''dp+C, dp+A
'''Yuri
*''Run, dp+A


=Strategies=
=Strategies=


[[Category:The King of Fighters '97]]
[[Category:The King of Fighters '97]]

Revision as of 04:07, 22 August 2018

Daimon97Win.gif

Introduction

Movelist

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 4/4/5 +3/+1 HL
Kof97p070.png
Snkb.gif 7/4/9 -1/-3 HL
Kof97p071.png
Snkc.gif 4/4/13 +3/+1 HL
Kof97p072.png
Fast, cancelable, great as a meaty. More range than close D, so you can use cr.A, cl.C as a block string.
Snkd.gif 4/8/14 -2/-4 HL
Kof97p073.png
Best meaty, and if not too meaty or out in the open, you actually have a good amount of time to hit-check hcb,f+P off of it. Same speed as close C, cancelable.
Standing Far
Snka.gif 4/5/6 +1/-1 HL
Kof97p056.png
Fast, really good anti-air against short hop.
Snkb.gif 4/5/10 -3/-5 L
Kof97p057.png
One of the best st.Bs in KOF97. Fast, low, long range, cancelable.
Snkc.gif 9/9/16 -5/-7 HL
Kof97p058.png
Nice and big, stays out a long time. Can stop short hops.
Snkd.gif 5/6/16 -2/-4 HL
Kof97p059.png
The best anti-air normal in the game. Beats most jump moves and many ground moves from afar. Far better than its KOF98 counterpart. It will whiff over crouching characters, so watch that.
Snkc.gif+Snkd.gif 15/4/26 KD/-8 S,Su HL
Kof97p069.png
Big ass cancelable move. often used to cancel into his qcf+K counter and bait CD counters.
Crouching
Snka.gif 3/5/5 +2/0 HL
Kof97p065.png
#1 poke if you're too close for standing B. Cancelable.
Snkb.gif 4/5/6 +1/-1 L
Kof97p066.png
Good poke if you're too close for standing B as well. Links into super easily since it has a long animation/advantage.
Snkc.gif 5/4/19 -3/-5 HL
Kof97p067.png
Snkd.gif 4/7/12 KD/-1 L
Kof97p068.png
A sweep! Can be meatied pretty easily.
Jump
Snka.gif 5/13/- -/- H
Kof97p060.png
Pretty good air-to-air.
Snkb.gif 8/17/- -/- H
Kof97p061.png
Stays out for a long time, can be used as a crossup if it's very meaty, or your opponent is close to the corner, or in the corner and you are player 2. Good setup for his grab mixups.
Snkc.gif 9/8/- -/- H
Kof97p062.png
Crosses up, has a pretty hefty hitbox (what doesn't?).
Snkd.gif 7/7/- -/- H
Kof97p063.png
Godly jump move. Good for jumping in, or air-to-air jumping back. Can be used as an instant overhead (short hop only).
Snkc.gif+Snkd.gif 15/4/- KD/- HL
Kof97p064.png
CD in the air!
Command Normals
f+Snka.gif 22/4/26 -10/-12 HL
Kof97p074.png
Kof97p075.png
Not overhead! Active frames and last two start-up frames cancel projectiles.
df+Snkc.gif 3/4+9/16 KD/-11 HL
Kof97p077.png
Kof97p078.png
Great anti-air. It doesn't beat as much stuff as standing D, but it will trade with most things, enabling you to perform a ground pound combo. Remember if it trades, you will have to re-buffer your qcb+B/qcf+B afterwards so the ground pound will hit OTG.
Command Normals
hcf+Snka.gif 5/7/41 HL [[image:|center]] A Overhead Slam (hcf+A)

Beats pretty much everything above the top half of the screen, his arm is not hittable. It can be air blocked if the opponent is jumping up or back, though. Can be comboed from d/f+C on an opponent in the air. Ends in a back turned, un-rollable knockdown, and sets up for a meaty (unblockable) Ground Pound (dp+A).

hcf+Snkc.gif 12/4/37 HL [[image:|center]] C Overhead Slam (hcf+C)

Catches ground pokes, but is punishable by some fast long range things. Good to use as a combo ender if you aren't comfortable using hcb,f+P. Can hit OTG. Ends in a back turned, un-rollable knockdown, and sets up for a meaty (unblockable) Ground Pound (dp+A).

hcb,f+Punch.gif 0 Grab [[image:|center]] Ragdoll Toss (hcb,f+P)

Instant command throw. Range: 42px. Not rollable, and sets up for a meaty (unblockable) Ground Pound (dp+A).

dp+Kick.gif 0 Grab [[image:|center]] Trip Slam (dp+K)

Instant command throw. Range: 32px. Rarely used in KOF97.

dp+Snka.gif 27/1/44 L [[image:|center]] Ground Pound (dp+P)

C version is a ground pound fake. It is 'blocked' by crouching, but there is no blockstun. You don't even need to hold d/b, just crouch. This can hit OTG (on the ground) after an anti-air d/f+C canceled into a non-blockable move (like a throw or utility move). It is also unblockable if done as a meaty attack, but the window is small and the setups vary from character to character. The knockdown can be rolled, but if they miss, you can combo a hcf+C in the corner.

dp+Snkc.gif 35 -- [[image:|center]]
qcb+Snkb.gif 16+17 -- [[image:|center]] Ground roll (qcb+K)
Invincible during the roll, but completely vulnerable at the end of the roll. Usually used for the ground pound combo bug or to gain meter after a knockdown. Can be canceled into to roll through some auto-guard moves or CD counters.
qcb+Snkd.gif 23+18 --
qcf+Kick.gif 2/12/15 -- [[image:|center]] Counter (qcf+K)
Will counter any mid/high hitting normal attack or CD counter. Usually used to cancel into to make moves safeer (like standing CD) and to bait CD counters at the same time. Ends in a back turned, un-rollable knockdown, and sets up for a meaty (unblockable) Ground Pound (dp+A).
DMs
hcbx2+Punch.gif 0 Grab [[image:|center]] Super Ragdoll Toss (hcbx2+P)

Instant command throw. Range: 43px. Less frequently used than the other SDM due to shorter range.

hcfx2+Kick.gif 0 Grab [[image:|center]] [[image:|center]] Super Armor Throw (hcf,hcf+K~hcf+K~dp+K)

Instant command throw. Range: 62px (the second longest range in KOF97). Redirected to st.D, qcf+K or hcf+K when missed.

Throws

Move Name Motion Nickname Description
Juuji Shime Near f or b + C
Okuri Ashi Barai Near f or b + D
Tsukami Tataki Tsuke Near 1 Body of Distance f or b + C

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)
Jumping C/D, Standing C/D, hcf+A (Rush 3)
CD/Crouching D, hcf+C (Rush 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+)
Jumping C/D, Standing C/D, hcf,hcf+B/D, hcf+D, hcf+C (See Notes)

Unblockable setup list

Unblockable dp+A timing after hcb,f+P

Kyo

  • dp+C, qcf+K, dp+A


Benimaru, Daimon, Leona, Shingo

  • qcf+K, dp+C, dp+A


Ralf, Clark, Joe, Ryo

  • qcf+K, qcf+K, dp+A


Kim

  • qcb+B, CD xx dp+A


Chang

  • CD xx dp+C , CD xx dp+A


Choi

  • qcb+B, qcf+K, dp+A


Terry, Yashiro

  • qcb+B, ABC, dp+A


Andy, Chizuru, Shermie, Billy

  • qcb+B, dp+C, dp+A


Athena

  • qcf+K, ABC, dp+A


Kensou

  • qcf+K, qcb+B, dp+A


Chin

  • Roll, Roll, dp+A


Mai

  • j+CD (as coming down), CD xx dp+A


King

  • dp+C, ABC, dp+A


Chris

  • backdash, qcb+D, dp+A


Yamazaki

  • qcf+K, far D, dp+A


Mary, Robert

  • CD xx qcb+D, dp+A


Yuri

  • hcf+A, dp+A


Iori

  • CD xx qcb+D, CD xx dp+A


Unblockable dp+A timing after hcf+C

Kyo, Benimaru, Choi, Chin, King

  • 2D, dp+A


Daimon

  • B , dp+A


Leona

  • backdash, dp+A


Ralf, Clark, Kim, Athena, Ryo

  • A, dp+A


Chang, Shermie, Billy

  • ABC, dp+A


Terry, Joe, Kensou, Yashiro, Yamazaki, Robert

  • CD xx dp+A


Andy

  • D, dp+A


Chizuru

  • dp+C, dp+A


Yuri

  • Run, dp+A


Strategies