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[[image: | [[image:Goro98stance.gif|right]] | ||
==Introduction== | ==Introduction== | ||
Goro Daimon was previously known as just "Daimon" before the King of Fighters tournament. The name means "Die, man". | Goro Daimon was previously known as just "Daimon" before the King of Fighters tournament. The name means "Die, man". | ||
Line 41: | Line 41: | ||
|align="center"| 4/4/5 | |align="center"| 4/4/5 | ||
|align="center"| +3/+1 | |align="center"| +3/+1 | ||
|align="center"| | |align="center"| [[File:Cancel.png]] | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="2" | [[image:Daimon98_clA.png|center]] | |colspan="2" | [[image:Daimon98_clA.png|center]] | ||
Line 49: | Line 49: | ||
|align="center"| 7/4/9 | |align="center"| 7/4/9 | ||
|align="center"| -1/-3 | |align="center"| -1/-3 | ||
|align="center"| | |align="center"| [[File:Cancel.png]] | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="2" | [[image:Daimon98_clB.png|center]] | |colspan="2" | [[image:Daimon98_clB.png|center]] | ||
Line 57: | Line 57: | ||
|align="center"| 4/4/13 | |align="center"| 4/4/13 | ||
|align="center"| +3/+1 | |align="center"| +3/+1 | ||
|align="center"| | |align="center"| [[File:Cancel.png]] | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="2" | [[image:Daimon98_clC.png|center]] | |colspan="2" | [[image:Daimon98_clC.png|center]] | ||
| Fast, cancelable, great as a meaty. More range than | | Fast, cancelable, great as a meaty. More range than cl.[[File:Snkd.gif]], so you can use cr.[[File:Snka.gif]], cl.[[File:Snkc.gif]] as a block string. | ||
|- | |- | ||
! [[image:snkd.gif]] | ! [[image:snkd.gif]] | ||
|align="center"| 4/8/14 | |align="center"| 4/8/14 | ||
|align="center"| -2/-4 | |align="center"| -2/-4 | ||
|align="center"| | |align="center"| [[File:Cancel.png]] | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="2"| [[image:Daimon98_clD.png|center]] | |colspan="2"| [[image:Daimon98_clD.png|center]] | ||
| Best meaty, and if not too meaty or out in the open, you actually have a good amount of time to hit-check | | Best meaty, and if not too meaty or out in the open, you actually have a good amount of time to hit-check [[File:Hcb.png]] [[File:F.png]] + [[File:P.png]] off of it. Same speed as cl.[[File:Snkc.gif]], cancelable. | ||
|- | |- | ||
|colspan="8" align="center"| '''Standing Far''' | |colspan="8" align="center"| '''Standing Far''' | ||
Line 75: | Line 75: | ||
|align="center"| 4/5/6 | |align="center"| 4/5/6 | ||
|align="center"| +1/-1 | |align="center"| +1/-1 | ||
|align="center"| | |align="center"| [[File:Cancel.png]] | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="2" | [[image:Daimon98_stA.png|center]] | |colspan="2" | [[image:Daimon98_stA.png|center]] | ||
Line 84: | Line 84: | ||
|align="center"| 4/5/10 | |align="center"| 4/5/10 | ||
|align="center"| -3/-5 | |align="center"| -3/-5 | ||
|align="center"| | |align="center"| [[File:Cancel.png]] | ||
|align="center"| | |align="center"| [[File:Low.png]] | ||
|colspan="2" | [[image:Daimon98_stB.png|center]] | |colspan="2" | [[image:Daimon98_stB.png|center]] | ||
| THE POKE! Fast, low, long range, cancelable. You can do repeated st. | | THE POKE! Fast, low, long range, cancelable. You can do repeated st.[[File:Snkb.gif]]s, but if you think they will hit a button in between, cancel into [[File:Hcf.png]] + [[image:snkc.gif]]. You can also combo this into [[File:Hcb.png]] [[File:F.png]] + [[File:P.png]] if you're in range, which most people forget about. | ||
Chain: ender | Chain: ender | ||
|- | |- | ||
Line 93: | Line 93: | ||
|align="center"| 9/9/16 | |align="center"| 9/9/16 | ||
|align="center"| -5/-7 | |align="center"| -5/-7 | ||
|align="center"| | |align="center"| [[File:Nocancel.png]] | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="2" | [[image:Daimon98_stC.png|center]] | |colspan="2" | [[image:Daimon98_stC.png|center]] | ||
Line 101: | Line 101: | ||
|align="center"| 5/6/16 | |align="center"| 5/6/16 | ||
|align="center"| -2/-4 | |align="center"| -2/-4 | ||
|align="center"| | |align="center"| [[File:Nocancel.png]] | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="2"| [[image:Daimon98_stD.png|center]] | |colspan="2"| [[image:Daimon98_stD.png|center]] | ||
Line 109: | Line 109: | ||
|align="center"| 15/4/26 | |align="center"| 15/4/26 | ||
|align="center"| KD/-8 | |align="center"| KD/-8 | ||
|align="center"| | |align="center"| [[File:Specialcancel.png]] | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="2"| [[image:Daimon98_stCD.png|center]] | |colspan="2"| [[image:Daimon98_stCD.png|center]] | ||
| Big ass cancelable move. often used to cancel into his | | Big ass cancelable move. often used to cancel into his [[File:Qcf.png]] + [File:K.png]] counter and bait [[image:snkc.gif]]+[[image:snkd.gif]] counters. | ||
|- | |- | ||
|colspan="8" align="center"| '''Crouching''' | |colspan="8" align="center"| '''Crouching''' | ||
Line 119: | Line 119: | ||
|align="center"| 3/5/5 | |align="center"| 3/5/5 | ||
|align="center"| +2/0 | |align="center"| +2/0 | ||
|align="center"| | |align="center"| [[File:Cancel.png]] | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="2" | [[image:Daimon98_crA.png|center]] | |colspan="2" | [[image:Daimon98_crA.png|center]] | ||
| #1 poke if you're too close for standing | | #1 poke if you're too close for standing [[image:snkb.gif]]. Cancelable. | ||
Chain: ender | Chain: ender | ||
|- | |- | ||
Line 128: | Line 128: | ||
|align="center"| 4/5/6 | |align="center"| 4/5/6 | ||
|align="center"| +1/-1 | |align="center"| +1/-1 | ||
|align="center"| | |align="center"| [[File:Nocancel.png]] | ||
|align="center"| | |align="center"| [[File:Low.png]] | ||
|colspan="2" | [[image:Daimon98_crB.png|center]] | |colspan="2" | [[image:Daimon98_crB.png|center]] | ||
| Good poke if you're too close for standing | | Good poke if you're too close for standing [[image:snkb.gif]] as well. Links into super easily since it has a long animation/advantage. | ||
Chain: ender | Chain: ender | ||
|- | |- | ||
Line 137: | Line 137: | ||
|align="center"| 5/4/19 | |align="center"| 5/4/19 | ||
|align="center"| -3/-5 | |align="center"| -3/-5 | ||
|align="center"| | |align="center"| [[File:Nocancel.png]] | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="2" | [[image:Daimon98_crC.png|center]] | |colspan="2" | [[image:Daimon98_crC.png|center]] | ||
Line 145: | Line 145: | ||
|align="center"| 4/7/12 | |align="center"| 4/7/12 | ||
|align="center"| KD/-1 | |align="center"| KD/-1 | ||
|align="center"| | |align="center"| [[File:Cancel.png]] | ||
|align="center"| | |align="center"| [[File:Low.png]] | ||
|colspan="2" | [[image:Daimon98_crD.png|center]] | |colspan="2" | [[image:Daimon98_crD.png|center]] | ||
| A sweep! Can be meatied pretty easily. | | A sweep! Can be meatied pretty easily. | ||
Line 156: | Line 156: | ||
|align="center"| -/- | |align="center"| -/- | ||
|align="center"| - | |align="center"| - | ||
|align="center"| | |align="center"| [[File:High.png]] | ||
|colspan="2" | [[image:Daimon98_jA.png|center]] | |colspan="2" | [[image:Daimon98_jA.png|center]] | ||
| Pretty good air-to-air. | | Pretty good air-to-air. | ||
Line 164: | Line 164: | ||
|align="center"| -/- | |align="center"| -/- | ||
|align="center"| - | |align="center"| - | ||
|align="center"| | |align="center"| [[File:High.png]] | ||
|colspan="2" | [[image:Daimon98_jB.png|center]] | |colspan="2" | [[image:Daimon98_jB.png|center]] | ||
| 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. | | 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. | ||
Line 172: | Line 172: | ||
|align="center"| -/- | |align="center"| -/- | ||
|align="center"| - | |align="center"| - | ||
|align="center"| | |align="center"| [[File:High.png]] | ||
|colspan="2" | [[image:Daimon98_jC.png|center]] | |colspan="2" | [[image:Daimon98_jC.png|center]] | ||
| Crosses up, has a pretty hefty hitbox (what doesn't?). | | Crosses up, has a pretty hefty hitbox (what doesn't?). | ||
Line 180: | Line 180: | ||
|align="center"| -/- | |align="center"| -/- | ||
|align="center"| - | |align="center"| - | ||
|align="center"| | |align="center"| [[File:High.png]] | ||
|colspan="2" | [[image:Daimon98_jD.png|center]] | |colspan="2" | [[image:Daimon98_jD.png|center]] | ||
| Godly jump move. Good for jumping in, or air-to-air jumping back. Can be used as an instant overhead (short hop only). | | Godly jump move. Good for jumping in, or air-to-air jumping back. Can be used as an instant overhead (short hop only). | ||
Line 190: | Line 190: | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="2"| [[image:Daimon98_jCD.png|center]] | |colspan="2"| [[image:Daimon98_jCD.png|center]] | ||
| | | [[image:snkc.gif]][[image:snkd.gif]] in the air! | ||
|- | |- | ||
|colspan="8" align="center"| '''Command Normals''' | |colspan="8" align="center"| '''Command Normals''' | ||
|- | |- | ||
! | ! [[File:F.png]] + [[image:snka.gif]] | ||
|align="center"| 22/4/26 | |align="center"| 22/4/26 | ||
|align="center"| KD/-12 | |align="center"| KD/-12 | ||
|align="center"| | |align="center"| [[File:Projnull.png]][[File:Nocancel.png]] | ||
|align="center"| HL | |align="center"| HL | ||
|valign="bottom" style="border-right:0px;"| [[image:Daimon98_fA1.png|center]] | |valign="bottom" style="border-right:0px;"| [[image:Daimon98_fA1.png|center]] | ||
|valign="bottom" style="border-left:0px;"| [[image:Daimon98_fA2.png|center]] | |valign="bottom" style="border-left:0px;"| [[image:Daimon98_fA2.png|center]] | ||
| Not overhead! Active frames and last two start-up frames cancel projectiles. | | '''Takra Tsubushi-''' Not overhead! Active frames and last two start-up frames cancel projectiles. | ||
|- | |- | ||
! df + [[image:snkc.gif]] | ! [[File:df.png]] + [[image:snkc.gif]] | ||
|align="center"| 3/4+9/16 | |align="center"| 3/4+9/16 | ||
|align="center"| KD/-11 | |align="center"| KD/-11 | ||
|align="center"| | |align="center"| [[File:Specialcancel.png]][[File:Supercancel.png]] | ||
|align="center"| HL | |align="center"| HL | ||
|valign="bottom" style="border-right:0px;"| [[image:Daimon98_dfC1.png|center]] | |valign="bottom" style="border-right:0px;"| [[image:Daimon98_dfC1.png|center]] | ||
|valign="bottom" style="border-left:0px;"| [[image:Daimon98_dfC2.png|center]] | |valign="bottom" style="border-left:0px;"| [[image:Daimon98_dfC2.png|center]] | ||
| 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 | | '''Zujou Barai-''' 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 [[File:Qcb.png]] + [[File:Snkb.gif]] / [[File:Qcf.png]] + [[File:Snkb.gif]] afterwards so the ground pound will hit OTG. | ||
|- | |||
|colspan="8" align="center"| '''Throws''' | |||
|- | |||
! [[File:F.png]]/[[File:B.png]] + [[File:Snkc.gif]] | |||
|align="center"| | |||
|align="center"| KD | |||
|align="center"| | |||
|align="center"| [[File:Throw.png]] | |||
|colspan="2"| | |||
| Unbreakable (mashable), forward knockdown, face forward, un-rollable. | |||
|- | |||
! [[File:F.png]]/[[File:B.png]] + [[File:Snkc.gif]] | |||
|align="center"| | |||
|align="center"| KD | |||
|align="center"| | |||
|align="center"| [[File:Throw.png]] | |||
|colspan="2"| | |||
| (just outside of normal throw range) - Breakable, forward knockdown, back turned, un-rollable. | |||
|- | |||
! [[File:F.png]]/[[File:B.png]] + [[File:Snkd.gif]] | |||
|align="center"| | |||
|align="center"| KD | |||
|align="center"| | |||
|align="center"| [[File:Throw.png]] | |||
|colspan="2"| | |||
| Breakable, reverse knockdown, back turned, rollable. | |||
|- | |- | ||
|colspan="8" align="center"| ''' | |colspan="8" align="center"| '''Special Moves''' | ||
|- | |- | ||
! | ! [[File:Hcf.png]] + [[image:snka.gif]] | ||
|align="center"| 5/7/41 | |align="center"| 5/7/41 | ||
|align="center"| | |align="center"| [[File:Upperbodyinv.png]] | ||
| | | | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="2"| [[image:Daimon98_hcfA.png|center]] | |colspan="2"| [[image:Daimon98_hcfA.png|center]] | ||
| ''' | | '''Kumo Tsukami Nage ([[File:Snka.gif]] Overhead Slam)'''<br> | ||
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 df + | 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 [[File:df.png]] + [[image:snkc.gif]] on an opponent in the air. Ends in a back turned, un-rollable knockdown, and sets up for a meaty (unblockable) Ground Pound ([[File:Dp.png]] + [[File:Snka.gif]]). | ||
|- | |- | ||
! | ! [[File:Hcf.png]] + [[image:snkc.gif]] | ||
|align="center"| 12/4/37 | |align="center"| 12/4/37 | ||
|align="center"| | |align="center"| [[File:Otg.png]] | ||
| | | | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="2"| [[image:Daimon98_hcfC.png|center]] | |colspan="2"| [[image:Daimon98_hcfC.png|center]] | ||
| ''' | | '''Kiri Kabu Gaeshi ([[image:snkc.gif]] Overhead Slam)'''<br> | ||
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 | 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 [[File:Hcb.png]] [[File:F.png]] + [[File:P.png]]. Can hit [[File:Otg.png]]. Ends in a back turned, un-rollable knockdown, and sets up for a meaty (unblockable) Ground Pound ([[File:Dp.png]] + [[File:Snka.gif]]). | ||
|- | |- | ||
! | ! [[File:Hcb.png]] [[File:F.png]] + [[File:P.png]] | ||
|align="center"| 0/1/35 | |align="center"| 0/1/35 | ||
|align="center"| | |align="center"| | ||
| | | | ||
|align="center"| | |align="center"| [[File:Throw.png]] | ||
|colspan="2"| [[image:Daimon98_hcbfP.png|center]] | |colspan="2"| [[image:Daimon98_hcbfP.png|center]] | ||
| '''Ragdoll Toss | | '''Tenchi Gaeshi (Ragdoll Toss)'''<br> | ||
Instant, long range, comboable throw. Not rollable, and sets up for a meaty (unblockable) Ground Pound ( | Instant, long range, comboable throw. Not rollable, and sets up for a meaty (unblockable) Ground Pound ([[File:Dp.png]] + [[File:Snka.gif]]). | ||
|- | |||
! [[File:Hcb.png]] [[File:F.png]] + [[File:K.png]] | |||
|align="center"| 0/1/35 | |||
|align="center"| | |||
| | |||
|align="center"| [[File:Throw.png]] | |||
|colspan="2"| [[File:Daimon-hcbf-k.JPG]] | |||
| '''Uru Nage-''' Long range throw. Daimon runs, and if get close roll behind opponent and throw him. Crap move, the run it not very fast, and the throw startup (once it is triggered for being close) is very slow, so its very easy to dodge or counter. (Note for the image: working on finding a new one that actually has the throw box. For now, just imagine a -tiny- pink box in front of Daimon, because the range isn't good) | |||
|- | |- | ||
! | ! [[File:Dp.png]] + [[File:K.png]] | ||
|align="center"| 8/1/23 | |align="center"| 8/1/23 | ||
|align="center"| | |align="center"| | ||
| | | | ||
|align="center"| | |align="center"| [[File:Throw.png]] | ||
|colspan="2"| [[image:Daimon98_dpK.png|center]] | |colspan="2"| [[image:Daimon98_dpK.png|center]] | ||
| '''Trip Slam | | '''Chou Ousoto Gari (Trip Slam)'''<br> | ||
Slower grab with invincibility. You can even use it to go through fireballs. This is his main weapon in attack/throw mixups. Set it up by doing it on your opponents, wakeup, after a sloppy jump-in, or whatever. Not rollable, and sets up for a meaty (unblockable) Ground Pound ( | Slower grab with invincibility. You can even use it to go through fireballs. This is his main weapon in attack/throw mixups. Set it up by doing it on your opponents, wakeup, after a sloppy jump-in, or whatever. Not rollable, and sets up for a meaty (unblockable) Ground Pound ([[File:Dp.png]] + [[File:Snka.gif]]). | ||
|- | |- | ||
! | ! [[File:Dp.png]] + [[image:snka.gif]] | ||
|align="center"| 27/1/44 | |align="center"| 27/1/44 | ||
|align="center"| | |align="center"| [[File:Otg.png]] | ||
| | | | ||
|align="center"| | |align="center"| [[File:Low.png]] | ||
|colspan="2"| [[image:Daimon98_dpA.png|center]] | |colspan="2"| [[image:Daimon98_dpA.png|center]] | ||
|rowspan="2"| '''Ground Pound | |rowspan="2"| '''Jirai Shin (Ground Pound)/Fake Jirai Shin'''<br> | ||
[[image:snkc.gif]] 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 [[File:Otg.png]] (on the ground) after an anti-air [[File:df.png]] + [[image:snkc.gif]] 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 [[File:Hcf.png]] + [[image:snkc.gif]] in the corner. | |||
|- | |- | ||
! | ! [[File:Dp.png]] + [[image:snkc.gif]] | ||
|align="center"| 35 | |align="center"| 35 | ||
|align="center"| | |align="center"| | ||
Line 266: | Line 300: | ||
|colspan="2"| [[image:Daimon98_dpC.png|center]] | |colspan="2"| [[image:Daimon98_dpC.png|center]] | ||
|- | |- | ||
! | ! [[File:Qcb.png]] + [[image:snkb.gif]] | ||
|align="center"| 16+17 | |align="center"| 16+17 | ||
|align="center"| | |align="center"| [[File:Startupinv.png]] | ||
| | | | ||
|align="center"| -- | |align="center"| -- | ||
|rowspan="2" colspan="2"| [[image:Daimon98_qcbK.png|center]] | |rowspan="2" colspan="2"| [[image:Daimon98_qcbK.png|center]] | ||
|rowspan="2"| '''Ground roll | |rowspan="2"| '''Chou Ukemi (Ground roll)'''<br>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 [[image:snkc.gif]][[image:snkd.gif]] counters. | ||
|- | |- | ||
! | ! [[File:Qcb.png]] + [[image:snkd.gif]] | ||
|align="center"| 23+18 | |align="center"| 23+18 | ||
|align="center"| | |align="center"| | ||
Line 280: | Line 314: | ||
|align="center"| -- | |align="center"| -- | ||
|- | |- | ||
! | ! [[File:Qcf.png]] + [[image:kick.gif]] | ||
|align="center"| 2/12/15 | |align="center"| 2/12/15 | ||
|align="center"| | |align="center"| [[File:Counter.png]] | ||
| | | | ||
|align="center"| -- | |align="center"| -- | ||
|colspan="2"| [[image:Daimon98_qcfK.png|center]] | |colspan="2"| [[image:Daimon98_qcfK.png|center]] | ||
|'''Counter | |'''Nekko Gaeshi (Counter)-''' Will counter any mid/high hitting normal attack or [[image:snkc.gif]][[image:snkd.gif]] counter. Usually used to cancel into to make moves safer (like standing [[image:snkc.gif]][[image:snkd.gif]]) and to bait [[image:snkc.gif]][[image:snkd.gif]] counters at the same time. Ends in a back turned, un-rollable knockdown, and sets up for a meaty (unblockable) Ground Pound ([[File:Dp.png]] + [[image:snka.gif]]). | ||
|- | |- | ||
|colspan="8" align="center"| '''DMs''' | |colspan="8" align="center"| '''DMs''' | ||
|- | |- | ||
! | ! [[File:Hcb.png]] [[File:Hcb.png]] + [[File:P.png]] | ||
|align="center"| 0/1/35 | |align="center"| 0/1/35 | ||
|align="center"| | |align="center"| | ||
| | | | ||
|align="center"| | |align="center"| [[File:Throw.png]] | ||
|colspan="2"| [[image:Daimon98_hcbx2P.png|center]] | |colspan="2"| [[image:Daimon98_hcbx2P.png|center]] | ||
| '''Super Ragdoll Toss | | '''Jigoku Gokuraku Otoshi (Super Ragdoll Toss)-''' Instant good range super throw. Does damage. MAX version does more damage. Unlike other command throws, there is a difference between [[File:Snka.gif]] and [[File:Snkc.gif]] version, the [[File:Snka.gif]] version does slightly more damage (seems like a bug...) | ||
Instant good range super throw. Does damage. MAX version does more damage. | |||
|- | |- | ||
! | ! [[File:Hcf.png]] [[File:Hcf.png]] + [[File:K.png]]> [[File:Hcf.png]] + [[File:K.png]] > [[File:Dp.png]] + [[File:K.png]] | ||
|align="center"| 14/1/11 | |align="center"| 14/1/11 | ||
|align="center"| | |align="center"| | ||
| | | | ||
|align="center"| | |align="center"| [[File:Throw.png]] | ||
|valign="bottom" style="border-right:0px;"| [[image:Daimon98_hcfx2K1.png|center]] | |valign="bottom" style="border-right:0px;"| [[image:Daimon98_hcfx2K1.png|center]] | ||
|valign="bottom" style="border-left:0px;"| [[image:Daimon98_hcfx2K2.png|center]] | |valign="bottom" style="border-left:0px;"| [[image:Daimon98_hcfx2K2.png|center]] | ||
| '''Super Armor Throw | | '''Arashi Noyama: Nekko Meki (Super Armor Throw)- '''A slower throw. DM version has autoguard on few frames. SDM version has super armor until recovery (ie you will still take full damage from any hits). The followups switch sides every time, and are timed as the previous part hits. MAX version does more damage. If you don't follow the first or second part, you can do a [[File:Hcf.png]] + [[File:Snkc.gif]] ([[File:Otg.png]]) on the knocked opponent, however it will do less damage than the follow-ups. | ||
A slower throw. DM version has autoguard on few frames. SDM version has super armor until recovery (ie you will still take full damage from any hits). The followups switch sides every time, and are timed as the previous part hits. MAX version does more damage. If you don't follow the first or second part, you can do a | |||
|} | |} | ||
== | == Fastest Attacks == | ||
=== Ground === | |||
* ''' | * 0F: [[File:Snkc.gif]] throw; [[File:Snkd.gif]] throw; [[File:Hcb.png]] [[File:F.png]] + [[File:P.png]]; (S)DM [[File:Hcb.png]] [[File:Hcb.png]] + [[File:P.png]] | ||
* 1F: - | |||
* 2F: [[File:Qcf.png]] + [[File:K.png]] | |||
* ''' | * 3F: '''cr.[[File:Snka.gif]]'''; '''[[File:df.png]] + [[File:Snkc.gif]]''' | ||
* 4F: '''cl.[[File:Snka.gif]]'''; '''cl.[[File:Snkc.gif]]'''; '''cl.[[File:Snkd.gif]]'''; '''st.[[File:Snka.gif]]'''; '''st.[[File:Snkb.gif]]'''; cr.[[File:Snkb.gif]]; '''cr.[[File:Snkd.gif]]''' | |||
* 5F: st.[[File:Snkd.gif]]; cr.[[File:Snkc.gif]]; [[File:Hcf.png]] + [[File:Snka.gif]] | |||
* 6F: - | |||
* 7F: '''cl.[[File:Snkb.gif]]''' | |||
* | * 8F: [[File:Dp.png]] + [[File:K.png]] | ||
* 9F: st.[[File:Snkc.gif]]; | |||
* 10F: - | |||
* | |||
* | |||
* | |||
* | |||
=== Air === | |||
* 0F: - | |||
* 0F: | |||
* 1F: - | * 1F: - | ||
* 2F: | * 2F: - | ||
* 3F: | * 3F: - | ||
* 4F: | * 4F: - | ||
* 5F: | * 5F: j.[[File:Snka.gif]] | ||
* 6F: - | * 6F: - | ||
* 7F: | * 7F: j.[[File:Snkd.gif]] | ||
* 8F: j. | * 8F: j.[[File:Snkb.gif]] | ||
* 9F: | * 9F: j.[[File:Snkc.gif]] | ||
* 10F: - | * 10F: - | ||
Line 392: | Line 383: | ||
* Best jump-ins: | * Best jump-ins: | ||
** j. | ** j.[[File:Snkd.gif]] | ||
** j. | ** j.[[File:Snkc.gif]] (Can crossup.) | ||
* cl. | * cl.[[File:Snkc.gif]] / cl.[[File:Snkd.gif]] > [[File:df.png]] + [[File:Snkc.gif]] (optional) > | ||
** (S)DM Super Ragdoll Toss ( | ** (S)DM Super Ragdoll Toss ([[File:Hcb.png]] [[File:Hcb.png]] + [[File:Snka.gif]]) | ||
** Ragdoll Toss ( | ** Ragdoll Toss ([[File:Hcb.png]] [[File:F.png]] + [[File:P.png]]) | ||
** | ** [[File:Snkc.gif]] Overhead Slam ([[File:Hcf.png]] + [[File:Snkc.gif]]) | ||
* cl. | * cl.[[File:Snka.gif]], cl.[[File:Snka.gif]] / cr.[[File:Snka.gif]] > | ||
** (S)DM Super Ragdoll Toss ( | ** (S)DM Super Ragdoll Toss ([[File:Hcb.png]] [[File:Hcb.png]] + [[File:Snka.gif]]) | ||
** Ragdoll Toss ( | ** Ragdoll Toss ([[File:Hcb.png]] f + [[File:P.png]]) | ||
* cl. | * cl.[[File:Snka.gif]] / cr.[[File:Snka.gif]] > | ||
** df + | ** [[File:df.png]] + [[File:Snkc.gif]] | ||
*** (S)DM Super Ragdoll Toss ( | *** (S)DM Super Ragdoll Toss ([[File:Hcb.png]] [[File:Hcb.png]] + [[File:Snka.gif]]) | ||
*** Ragdoll Toss ( | *** Ragdoll Toss ([[File:Hcb.png]] [[File:F.png]] + [[File:P.png]]) | ||
*** | *** [[File:Snkc.gif]] Overhead Slam ([[File:Hcf.png]] + [[File:Snkc.gif]]) | ||
** (S)DM Super Ragdoll Toss ( | ** (S)DM Super Ragdoll Toss ([[File:Hcb.png]] [[File:Hcb.png]] + [[File:Snka.gif]]) | ||
** Ragdoll Toss ( | ** Ragdoll Toss ([[File:Hcb.png]] [[File:F.png]] + [[File:P.png]]) | ||
** | ** [[File:Dp.png]] + [[File:K.png]] (Point blank.) | ||
* cr. | * cr.[[File:Snkb.gif]], | ||
** (S)DM Super Ragdoll Toss ( | ** (S)DM Super Ragdoll Toss ([[File:Hcb.png]] [[File:Hcb.png]] + [[File:Snka.gif]]) | ||
** Ragdoll Toss ( | ** Ragdoll Toss ([[File:Hcb.png]] [[File:F.png]] + [[File:P.png]]) | ||
Link combo. | Link combo. | ||
* st. | * st.[[File:Snkb.gif]] > | ||
** (S)DM Super Ragdoll Toss ( | ** (S)DM Super Ragdoll Toss ([[File:Hcb.png]] [[File:Hcb.png]] + [[File:Snka.gif]]) (Not too far.) | ||
** Ragdoll Toss ( | ** Ragdoll Toss ([[File:Hcb.png]] [[File:F.png]] + [[File:P.png]]) (Not too far.) | ||
* | * [[File:Dp.png]] + [[File:Snka.gif]] / f + [[File:Snka.gif]] / Anti-air [[File:df.png]] + [[File:Snkc.gif]] / st.[[File:Snkc.gif]][[File:Snkd.gif]] / j.[[File:Snkc.gif]][[File:Snkd.gif]] / cr.[[File:Snkd.gif]], | ||
** | ** [[File:Hcf.png]] + [[File:Snkc.gif]] (OTG) (If not too far.) | ||
Must not cancel the first move (if it is cancellable), otherwise | Must not cancel the first move (if it is cancellable), otherwise [[File:Hcf.png]] + [[File:Snkc.gif]] will miss because opponent will not be on the floor yet. Except for [[File:F.png]] + [[File:Snka.gif]], opponent may do a recovery roll and in this case the [[File:Hcf.png]] + [[File:Snkc.gif]] will miss, however you have time to wait to see if they will do a recovery roll before using the [[File:Hcf.png]] + [[File:Snkc.gif]] ;). | ||
* Anti-air df + | * Anti-air [[File:df.png]] + [[File:Snkc.gif]] > [[File:Snka.gif]] Overhead Slam ([[File:Hcf.png]] + [[File:Snka.gif]]) | ||
Depending on distance and height you don't need to cancel to combo, you may follow with | Depending on distance and height you don't need to cancel to combo, you may follow with [[File:Hcf.png]] + [[File:Snka.gif]] after recovering. In fact in some situations you can trade and still do the [[File:Hcf.png]] + [[File:Snka.gif]] after recovering :). Depending on spacing is easier to a st.[[File:Snkd.gif]] instead of [[File:Hcf.png]] + [[File:Snka.gif]]. | ||
* Counter-hit: Anti-air df + | * Counter-hit: Anti-air [[File:df.png]] + [[File:Snkc.gif]] > [[File:Qcb.png]] + [[File:Snkb.gif]], [[File:df.png]] + [[File:Snkc.gif]] > [[File:Snka.gif]] Overhead Slam ([[File:Hcf.png]] + [[File:Snka.gif]]) | ||
The | The [[File:Qcb.png]] + [[File:Snkb.gif]] is only to move close to opponent and may be skipped if you are already close or in the corner. | ||
Close to the corner, if first [[File:df.png]] + [[File:Snkc.gif]] hit high (second part animation) and second [[File:df.png]] + [[File:Snkc.gif]] hit low (first part animation), it's possible to do a third [[File:df.png]] + [[File:Snkc.gif]] (second part animation), but the timing is difficult, and it's even hard to follow with [[File:Hcf.png]] + [[File:Snka.gif]] after. If you are close to corner is easy to use [[File:Hcf.png]] + [[File:Snkc.gif]] (OTG), as in the combo above, instead of [[File:Hcf.png]] + [[File:Snka.gif]], but opponent may do a recovery roll to escape... Depending on spacing is easier to a st.[[File:Snkd.gif]] instead of [[File:Hcf.png]] + [[File:Snka.gif]]. | |||
* Anti-air df + | * Anti-air [[File:df.png]] + [[File:Snkc.gif]] / st.[[File:Snkc.gif]][[File:Snkd.gif]] / cr.[[File:Snkd.gif]] > | ||
** | ** [[File:Qcb.png]] + [[File:Snkb.gif]] / [[File:Qcf.png]] + [[File:Snkb.gif]] (miss) / [[File:Dp.png]] + [[File:K.png]] (miss) / [[File:Hcb.png]] [[File:F.png]] + [[File:P.png]] (miss) / [[File:Dp.png]] + [[File:Snkc.gif]] | ||
*** | *** [[File:Snka.gif]] Ground Pound ([[File:Dp.png]] + [[File:Snka.gif]]) (OTG) | ||
**** | **** [[File:Hcf.png]] + [[File:Snkc.gif]] (OTG) (Only if first move was st.[[File:Snkc.gif]][[File:Snkd.gif]] or cr.[[File:Snkd.gif]]. If not too far.) | ||
Ground Pound bug combo. | Ground Pound bug combo. | ||
You may use both (S)DM as the second move, but it is just for show off, as you will be spending | You may use both (S)DM as the second move, but it is just for show off, as you will be spending meter with no benefits (actually you will end up doing less damage if you use a SDM as MAX mode will end...). | ||
The | The [[File:Hcf.png]] + [[File:Snkc.gif]] will always miss if the first move is an anti-air [[File:df.png]] + [[File:Snkc.gif]] (don't know why, because [[File:Hcf.png]] + [[File:Snkc.gif]] will hit when the first move is an anti-air st.[[File:Snkc.gif]][[File:Snkd.gif]] or cr.[[File:Snkd.gif]]...). | ||
If the first move is a st. | If the first move is a st.[[File:Snkc.gif]][[File:Snkd.gif]] you will normally only be close enough to do the [[File:Hcf.png]] + [[File:Snkc.gif]] in the corner. | ||
Be aware that if the first move is cr. | Be aware that if the first move is cr.[[File:Snkd.gif]], and the second move is [[File:Qcb.png]] + [[File:Snkb.gif]] you may switch sides if you were too close, but this is the the only combination that normally enable the [[File:Hcf.png]] + [[File:Snkc.gif]] out of the corner. | ||
On the previous combo instead of ending with | On the previous combo instead of ending with [[File:Snka.gif]] Overhead Slam ([[File:Hcf.png]] + [[File:Snka.gif]]), you may follow with this combo/bug (from the second move). | ||
* Simple buffers: | * Simple buffers: | ||
** cl. | ** cl.[[File:Snka.gif]] / cl.[[File:Snkc.gif]] > (S)DM [[File:Hcb.png]] [[File:Hcb.png]] + [[File:Snka.gif]] | ||
*** | *** [[File:Hcb.png]] + [[File:Snka.gif]]/[[File:Snkc.gif]] > [[File:Hcb.png]] + [[File:Snka.gif]] | ||
** cr. | ** cr.[[File:Snkb.gif]], (S)DM [[File:Hcb.png]] [[File:Hcb.png]] + [[File:P.png]] | ||
*** | *** [[File:F.png]] [[File:df.png]] d [[File:db.png]] + [[File:B.png]] [[File:B.png]] [[File:Hcb.png]] + [[File:P.png]] | ||
It is possible to perform his Ground Pound ([[File:Dp.png]] + [[File:Snka.gif]]) on the opponent's wakeup with such timing that it cannot be blocked. Here is a list of unblockable Ground Pound setups after various moves for different characters: [[Goro Daimon's unblockable Ground Pound in KOF98|unblockable Ground Pound setups]] | |||
The [[File:df.png]] + [[File:Snkc.gif]] has less range than [[File:Hcb.png]] [[File:F.png]] + [[File:P.png]] (for example, [[File:df.png]] + [[File:Snkc.gif]] miss after st.[[File:Snkb.gif]] but [[File:Hcb.png]] [[File:F.png]] + [[File:P.png]] can combo), and [[File:df.png]] + [[File:Snkc.gif]] > [[File:Hcf.png]] + [[File:Snkc.gif]] does just a tiny more damage than [[File:Hcb.png]] [[File:F.png]] + [[File:P.png]] (almost the same out of MAX), so in general its better to just [[File:Hcb.png]] [[File:F.png]] + [[File:P.png]] instead of [[File:df.png]] + [[File:Snkc.gif]] > [[File:Hcf.png]] + [[File:Snkc.gif]] on combos. | |||
About his (S)DM Super Ragdoll Toss ([[File:Hcb.png]] [[File:Hcb.png]] + [[File:Snka.gif]]): unlike other command throws, there is a difference between [[File:Snka.gif]] and [[File:Snkc.gif]] version, the [[File:Snka.gif]] version does slightly more damage (seems like a bug...) | |||
{{StrategyCorner| | {{StrategyCorner| | ||
* MAX: cl. | * MAX: cl.[[File:Snkd.gif]] > [[File:Hcb.png]] [[File:F.png]] + [[File:P.png]] | ||
deals just a tiny less damage (~ 1/3 cl. | deals just a tiny less damage (~ 1/3 cl.[[File:Snka.gif]]) than | ||
* cl. | * cl.[[File:Snkd.gif]] > DM [[File:Hcb.png]] [[File:Hcb.png]] + [[File:P.png]] | ||
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM. | Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM. | ||
}} | }} | ||
= Matchups= | |||
==Strategy with Daimon== | |||
=== vs Grappler === | |||
=== vs Zoner === | |||
=== vs Rushdown === | |||
==Strategy against Daimon== | |||
=== as Grappler === | |||
=== as Zoner === | |||
=== as Rushdown === | |||
{{ | == Links == | ||
{{Navbox-KOF98}} | |||
[[Category:The King of Fighters '98: The Slugfest]] | [[Category:The King of Fighters '98: The Slugfest]] | ||
[[Category:Goro Daimon]] |
Latest revision as of 21:58, 29 January 2021
Introduction
Goro Daimon was previously known as just "Daimon" before the King of Fighters tournament. The name means "Die, man".
Just before the first KOF tournament, he defeated Goro, prince of Shokan in hand-to-hand mortal combat, taking his namesake as a trophy.
Anyone who could defeat Goro is extremely strong, so as expected, Goro Daimon is a top tier character.
Colors
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Gameplay Overview
Daimon does a ton of damage, has very high priority normals, very effective throw mixups, and is top-tier. Even from an anti-air he can do 30% or so thanks to ground pound OTGs and juggles. He has very good defense (ie takes less damage than average) and is basically a wall of pain. His only disadvantage is that he has a very large sprite. He has combos/tactics that vary from requiring nearly no execution skill to requiring godly execution. He is a decent character for a beginner.
In-depth Analysis
Movelist
Fastest Attacks
Ground
- 0F:
throw;
throw;
+
; (S)DM
+
- 1F: -
- 2F:
+
- 3F: cr.
;
+
- 4F: cl.
; cl.
; cl.
; st.
; st.
; cr.
; cr.
- 5F: st.
; cr.
;
+
- 6F: -
- 7F: cl.
- 8F:
+
- 9F: st.
;
- 10F: -
Air
Combos
As I stated above, his combos range from easy to extremely difficult depending on what you're comboing into.
Link combo.
Must not cancel the first move (if it is cancellable), otherwise +
will miss because opponent will not be on the floor yet. Except for
+
, opponent may do a recovery roll and in this case the
+
will miss, however you have time to wait to see if they will do a recovery roll before using the
+
;).
Depending on distance and height you don't need to cancel to combo, you may follow with +
after recovering. In fact in some situations you can trade and still do the
+
after recovering :). Depending on spacing is easier to a st.
instead of
+
.
The +
is only to move close to opponent and may be skipped if you are already close or in the corner.
Close to the corner, if first
+
hit high (second part animation) and second
+
hit low (first part animation), it's possible to do a third
+
(second part animation), but the timing is difficult, and it's even hard to follow with
+
after. If you are close to corner is easy to use
+
(OTG), as in the combo above, instead of
+
, but opponent may do a recovery roll to escape... Depending on spacing is easier to a st.
instead of
+
.
Ground Pound bug combo.
You may use both (S)DM as the second move, but it is just for show off, as you will be spending meter with no benefits (actually you will end up doing less damage if you use a SDM as MAX mode will end...).
The +
will always miss if the first move is an anti-air
+
(don't know why, because
+
will hit when the first move is an anti-air st.
or cr.
...).
If the first move is a st.
you will normally only be close enough to do the
+
in the corner.
Be aware that if the first move is cr.
, and the second move is
+
you may switch sides if you were too close, but this is the the only combination that normally enable the
+
out of the corner.
On the previous combo instead of ending with
Overhead Slam (
+
), you may follow with this combo/bug (from the second move).
It is possible to perform his Ground Pound ( +
) on the opponent's wakeup with such timing that it cannot be blocked. Here is a list of unblockable Ground Pound setups after various moves for different characters: unblockable Ground Pound setups
The +
has less range than
+
(for example,
+
miss after st.
but
+
can combo), and
+
>
+
does just a tiny more damage than
+
(almost the same out of MAX), so in general its better to just
+
instead of
+
>
+
on combos.
About his (S)DM Super Ragdoll Toss (
+
): unlike other command throws, there is a difference between
and
version, the
version does slightly more damage (seems like a bug...)