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{{PJMoveListRow | Temple Hook | lp lp | 16 | 33 | +2 | -9 | 10 | All | }} | {{PJMoveListRow | Temple Hook | lp lp | 16 | 33 | +2 | -9 | 10 | All | }} | ||
{{PJMoveListRow | Backfist | f hp | 22 | 43 | 0 | -19 | 14 | All | }} | {{PJMoveListRow | Backfist | f hp | 22 | 43 | 0 | -19 | 14 | All | }} | ||
{{PJMoveListRow | Manly | {{PJMoveListRow | Manly Kick | f hk | 20 | 58 | - | -34 | 19 | All | Blowback | }} | ||
{{PJMoveListRow | Dome Smasher | b hp | 19 | 35 | - | -11 | 13 | Standing | Knockdown | }} | {{PJMoveListRow | Dome Smasher | b hp | 19 | 35 | - | -11 | 13 | Standing | Knockdown | }} | ||
{{PJMoveListRow | Rising Kick | b hk | 17 | 39 | - | -15 | 8 | All | Mini launcher | }} | {{PJMoveListRow | Rising Kick | b hk | 17 | 39 | - | -15 | 8 | All | Mini launcher | }} |
Revision as of 12:55, 28 August 2020
Introduction
Daigo isn't super good at doing the things most of the "good" characters can do; he has a hard time pressuring people, his defensive options are slow, and he's not really very good at the whole reset thing either. But he is good at one thing: punching people really, really hard. Getting a hit is a lot of work for Daigo, but by god can he make those hits count.
Normal Moves
Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes
Standing Light Punch
n lp
11
23
-2
+1
4
All
Standing Strong Punch
n hp
15
37
+2
-13
11
All
Crouching Light Punch
d lp
10
29
+1
-7
4
Crouching
Crouching Strong Punch
d hp
14
26
+6
-4
14
All
Standing Light Kick
n lk
11
37
+2
+6
3
All
Standing Strong Kick
n hk
16
49
-3
-25
11
All
Crouching Light Kick
d lk
12
33
-2
-11
4
Crouching
Crouching Strong Kick
d hk
19
37
-
-15
16
Crouching
Knockdown
Jumping Light Punch
u lp
9
1
-
-
5
Standing
Recovery on landing
Jumping Heavy Punch
u hp
15
1
-
-
11
Standing
Recovery on landing
Jumping Light Kick
u lk
13
1
-
-
5
Standing
Recovery on landing
Jumping Heavy Kick
u hk
17
1
-
-
13
Standing
Recovery on landing
Command Normals
Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes
Temple Hook
lp lp
16
33
+2
-9
10
All
Backfist
f hp
22
43
0
-19
14
All
Manly Kick
f hk
20
58
-
-34
19
All
Blowback
Dome Smasher
b hp
19
35
-
-11
13
Standing
Knockdown
Rising Kick
b hk
17
39
-
-15
8
All
Mini launcher
Manly Upper
df hp
17
48
-
-24
16
All
Rival Launcher
Real Deal Straight
(air) f hp
12
1
-
-
14
Standing
Recovery on landing
Throws
Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes
Me de Kataru
n lp + hp
7
49ing
-
-
32
-
Mount and Bash
d lp + hp
7
41
-
-
39
-
German Suplex
n lp + hp
8
42
-
-
43
-
Available when standing behind opponent
Otokoguruma
(air)
n lp + hp
1
-
-
-
39
Special Moves
Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes
Musou Tsuki (weak)
qcf lp
20
40
-
-16
16
All
Blowback
Musou Tsuki (strong)
qcf hp
19
39
+1
-15
10
All
Follow Up 1
--- qcf hp
16
38
+1
-15
10
All
Follow Up 2
--- --- qcf hp
20
39
-
-16
14
All
Blowback
Musou Uraken (weak)
dp lp
20
53
-
-26
10
All
Blowback
Musou Uraken (strong)
dp hp
25
43
-
-20
19
All
Blowback
Daichi Tsuki
qcb p
33
53
-
-19
17
All
Long-range attack
Musou Geri (weak)
qcb lk
15
43
-
-19
17
All
Hits twice, blowback
Musou Geri (strong)
qcb hk
15
58
-
-31
28
All
Hits three times, blowback
Kikou Kai
(air) qcf p
18
13
-
-
26
All
Knockdown, button changes angle, recovery on landing
Burning Vigor Attacks
Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes
Shin Musou Seiken Tsuki
qcf qcf p
26
38
-
-14
44
All
Knockdown, fixed damage
Shin Otoko no Senaka
qcf qcf k
36
80
-
-2
41~54
All
Knockdown, mash kicks to increase damage
Kou Kikou Kai
(air) qcf qcf P
18
13
-
-
35
All
Knockdown, button changes angle
Team Up Techniques
Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes
A Man Among Men
lp + lk or hp + hk
21
50
-
-26
55
All
Team Up Technique, damage type
Gedo Koma
p + p + k
19
50
-
-26
100
All
Party Up Technique
Combos
- cr.LK > st.HP > st.HK > f+HP xx qcf+HP x3/qcf,qcf+P
- ...b+HK, j.LP,LP > j.HP xx qcf+HP/qcf,qcf+HP
- df+HP, j.LK,LK > drift back j.HP, drift forward j.LP,LP > j.HP, j.LP,LP > j.HP xx qcf+HP/qcf,qcf+HP
Videos
Colors
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