The King of Fighters XIII/Daimon: Difference between revisions

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====Throw====
====Throw====


*'''Okuriashiharai ([[File:right.gif]] or [[File:left.gif]] + [[File:snkc.gif]] or [[File:snkd.gif]] [while close])''' -
*'''Okuriashiharai ([[File:right.gif]] or [[File:left.gif]] + [[File:snkc.gif]] or [[File:snkd.gif]] [while close])''' - Daimon trips the opponent which causes a hard knockdown and keeps the opponent close to Daimon. A safer alternative to Daimon's command grabs which will automatically [[The_King_of_Fighters_XIII/Systems/Attacking:_Throws_Throwteching#Empty_Hopping_into_a_Throw | option selects]] common throw escape methods.
**By waiting until the opponent is nearly standing and then super jumping forward with a very late Jumping Light Kick/Heavy Punch, Daimon can cross up the opponent.
**Sets up for an easy mixup between meaty (safe) jump-in or empty hop command grab mixup.


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

Revision as of 22:30, 27 November 2011

The King of Fighters XIIIKOFXIIILogo.png
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Goro Daimon

KOFXIII-Daimon Face.png

In a nutshell

Initially he may be a plain looking character compared to the rest of the KOF cast, Daimon has demonstrated spacial dominance and a frightening mix-ups based around his grappling game. He was a top tier monster in The King of Fighters '98 and he returns as a very competent grappling character. Some fans even regard Daimon's defense/turtling game to be called the "Wall of Goro" with his innate ability to keep out with his quick, long limbs. Up close, his ability to just trap the opponent in the corner is fearsome with his good aerial normals during his hop and his ability to mask tick throw attempts with chunky attack strings. Together with the buffs he received in the console version of The King of Fighters XIII, Daimon is certainly a force to be reckoned with.


Video Walkthrough

Move List

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light Punch
kof.lp
30
cancel
Close Light Punch
Close kof.lp
30
chaincancel cancel
Standing Light Kick
kof.lk
40
low cancel
Standing Heavy Punch
kof.sp
80
Close Heavy Punch
Close kof.sp
80
cancel
Standing Heavy Kick
kof.sk
90
Crouching Light Punch
d + kof.lp
25
cancel
Crouching Light Kick
d + kof.lk
30
low
Crouching Heavy Punch
d + kof.sp
80
cancel
Crouching Heavy Kick
d + kof.sk
80
low softknockdown cancel
Blowback Attack
kof.sp + kof.sk
75
softknockdown specialcancel
Jumping Light Punch
Air kof.lp
Jump: 45
Hop: 40
high
Jumping Light Kick
Air kof.lk
Jump: 45
Hop: 40
high
Jumping Heavy Punch
Air kof.sp
Jump: 72
Hop: 70
high
Jumping Heavy Kick
Air kof.sk
Jump: 70
Hop: 68
high
Jumping Blowback Attack
Air kof.sp + kof.sk
Jump: 90
Hop: 80
hardknockdown
counterhit : wallbounce

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
Zujoubarai
df + kof.sp
60
specialcancel

Throw

Name
Command
Damage
Special Properties (glossary)
Okuriashiharai
f or b + kof.sp or kof.sk (while close)
100
throw hardknockdown

Special Moves

Name
Command
Damage
Special Properties (glossary)
Chou Ukemi
qcb + k
0
ex : startupinv specialcancel
Jiraishin
dp + p
kof.lp : 90
kof.sp : 0
ex : 100×2
Pound: low otg softknockdown
ex 1st hit: high
ex 2nd hit: hardknockdown
ex : drivecancel
Chou Oosotogari
dp + k
k : 140
ex : 180
throw hardknockdown startupinv drivecancel
Tenchigaeshi
hcb f + p
p : 30+120
ex : 40+50+100
throw hardknockdown
Kumotsukaminage
hcf + kof.lp
p : 120
ex : 210
hardknockdown drivecancel
Kirikabugaeshi
hcf + kof.sp
80
otg hardknockdown drivecancel

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Jigoku-Gokurakuotoshi
hcb hcb + p
p : 20×4+150
ex : 20×8+100+80
throw hardknockdown maxcancel
Super-canceled into: otg
Kyoutendouchi
qcf qcf + kof.lp + kof.sp
500
counter hardknockdown

Console Changes

  • Crouching C has faster recovery.
  • EX Chou Ukemi (qcb+BD) can be canceled with a special move, so Goro can go straight into a throw from his invincible roll.
  • EX Chou Oosotogari (dp+BD) has faster recovery when whiffed.
  • Kirikabugaeshi (hcf+C) has faster recovery when whiffed. It does not cause knockback when blocked.
  • Kirikabugaeshi (hcf+C) and Kumotsukaminage (hcf+A) can be Drive-canceled.
  • Added a Super Cancel version of Jigoku-Gokurakuotoshi (hcb hcb+P).

Strategy

Move Analysis

Normal Moves

  • Standing Light Punch (Snka.gif) - Daimon's "Stop Sign" returns. This move is one of Daimon's great normal moves to keep hopping opponents out. It may even hit the larger, crouching characters to extend its utility. Of course of all of Daimon's anti-air options, this attack is the quickest and carries the least risk in lieu of higher damage. Still, it makes the opponent second guess when to try to open Daimon up. No easy feat at all.
  • Close Light Punch (Close Snka.gif) - A quick, mid-height punch that chains into itself. A new option to meaty with on okizeme to prevent the opponent from jumping out; but this leaves Goro in a better position to maintain pressure, setup for a tick throw, and hitconfirm into a command throw. It's much better than it was in previous installments.
  • Standing Light Kick (Snkb.gif) - Another classic: this attack is Daimon's best grounded poke to play footsies with the opponent. Although it lacks the range it did in past KOF titles such as King of Fighters 98, it still has about the same speed (start-up and recovery) and hits low from a far enough distance to give other characters trouble trying to poke it back. An interesting property is that Daimon lacks a Close Standing Light Kick now. Meaning, he's able to do his Standing Light Kick from closer distances, could be used in hitconfirms, and be more liberally used to break alternate guard attempts more quickly without committing to Crouching Light Kick that is slower or a Crouching Heavy Kick that has more risk and recovery but less range. This attack still is definitely a terrifying move.
  • Standing Heavy Punch (Snkc.gif) - Daimon's furthest reaching, anti-air, normal move. It doesn't have quite the vertical cover that his other attacks have, this is mainly used against hop attacks and those jumping in from further out. If anything, this is an extended Standing Light Punch with further range and nets higher damage at the expense of having higher risk and recovery speed. Compared to the old games, this move has lost some range as well but it's no move to sleep on because of it.
  • Close Heavy Punch (Close Snkc.gif) - Previously, this was Daimon's main meaty attack on okizeme in which Daimon could cancel into (df.C) and hitconfirm into a command throw or a Desperation Move. It more or less hasn't changed and it's still the fast attack it has always been with long active frames. Typically on block, Daimon would be left at neutral advantage so it usually is a safe attack to commit to this attack on okizeme; but with the better Close standing Light Punch, it may not see as much use. On the other hand, this attack would be better for punish and what not with its faster start-up and damage than a Close Standing A hitconfirm combo.
  • Standing Heavy Kick (Snkd.gif) - Look at this bad boy! Although, it too has lost some horizontal range compared to its past iteration as a Far Standing Heavy Kick. This doesn't mean this move is bad, far from it even. It's one of Daimon's greatest anti-air attacks that hits in a nice 45°- 55° angle with his Daimon's feet as his base point. It's fast, has a great hitbox, and takes a good chunk of health out of the opponent with just one button. This along with Close Standing Heavy Punch are great for safe, empty hop/jump option selects and really catches the opponent escaping from a command throw situation.
  • Crouching Light Punch (Down.gif + Snka.gif) -
  • Crouching Light Kick (Down.gif + Snkb.gif) -
  • Crouching Heavy Punch (Down.gif + Snkc.gif) -
  • Crouching Heavy Kick (Down.gif + Snkd.gif) -
  • Blowback Attack (Snkc.gif + Snkd.gif) -
  • Jumping Light Punch (Air Snka.gif) -
  • Jumping Light Kick (Air Snkb.gif) -
  • Jumping Heavy Punch (Air Snkc.gif) -
  • Jumping Heavy Kick (Air Snkd.gif) -
  • Jumping Blowback Attack (Air Snkc.gif + Snkd.gif) -

Unique Attacks

  • Zujoubarai (Downright.gif + Snkc.gif) -

Throw

  • Okuriashiharai (Right.gif or Left.gif + Snkc.gif or Snkd.gif [while close]) - Daimon trips the opponent which causes a hard knockdown and keeps the opponent close to Daimon. A safer alternative to Daimon's command grabs which will automatically option selects common throw escape methods.
    • By waiting until the opponent is nearly standing and then super jumping forward with a very late Jumping Light Kick/Heavy Punch, Daimon can cross up the opponent.
    • Sets up for an easy mixup between meaty (safe) jump-in or empty hop command grab mixup.

Special Moves

  • Chou Ukemi (Qcb.gif + Kick.gif) -
    • Ex.png Chou Ukemi (Qcb.gif + Snkb.gif + Snkd.gif) -
  • Jiraishin (Dp.gif + Punch.gif) -
    • Ex.png Jiraishin (Dp.gif + Snka.gif + Snkc.gif) -
  • Chou Oosotogari (Dp.gif + Kick.gif) -
    • Ex.png Chou Oosotogari (Dp.gif + Snka.gif + Snkc.gif) -
  • Tenchigaeshi (Hcb.gifRight.gif + Punch.gif) -
    • Ex.png Tenchigaeshi (Hcb.gifRight.gif + Snka.gif + Snkc.gif) -
  • Kumotsukaminage (Hcf.gif + Snka.gif) -
    • Ex.png Kumotsukaminage (Hcf.gif + Snka.gif + Snkc.gif) -
  • Kirikabugaeshi (Hcf.gif + Snkc.gif) -

Desperation Moves

  • Jigoku-Gokurakuotoshi (Hcb.gifHcb.gif + Punch.gif) -
    • Ex.png Jigoku-Gokurakuotoshi (Hcb.gifHcb.gif + Snka.gif + Snkc.gif) -
  • Kyoutendouchi (Qcf.gifQcf.gif + Snka.gif + Snkc.gif) -

Tips and Tricks

Combos

0% Drive

0 Bar

  • cl.A cl.A st.B xx hcb f+P - (215)
  • cl.A st.B xx dp+K - (194)
  • cl.C df+C xx hcb f+P - (266)
  • cl.C df+C xx qcb+B ~ hcb f+P - (266)
  • cl.C df+C xx qcb+B ~ hcf+A - (239)
  • cr.B, hcb f+P - (166)
  • (anti-air + counterhit) df+C xx qcb+B, hcf+A - (183)

1 Bar

  • cl.C df+C xx hcb hcb+P - (344)
  • cr.B, hcb hcb+P - (248)
  • (corner only) hcb f+AC, df+C, df+C, hcf+A - (282)

50% Drive

0 Bar

  • (corner only) dp+K (DC) hcf+C - (212)

1 Bar

  • cl.C df+C qcb+B xx dp+K (SC) 2xhcb+P

Basic Strategy

Advanced Strategy

  • Keep a photograph of Kano Jigoro in your bedroom.
  • Use Kuzushi.

Frame Data