The King of Fighters XIII/Daimon: Difference between revisions

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**To get better frame advantage, Daimon can do a '98 classic and cancel his command normal into ( [[File:qcb.gif]] + [[File:snkb.gif]] ) to roll forward and return to neutral quickly. This allows him to more easily get back on the opponent.
**To get better frame advantage, Daimon can do a '98 classic and cancel his command normal into ( [[File:qcb.gif]] + [[File:snkb.gif]] ) to roll forward and return to neutral quickly. This allows him to more easily get back on the opponent.
***At very specific heights, Daimon can do ''df+C xx qcb+B xx dp+A'' and if Daimon is able to time his ground pound to hit just as the opponent lands into the ground, then it will register as an OTG. The exact timing and setups for landing this OTG are strict and will vary depending on how high the opponent is sent flying from an anti-air, so unlike in KOF 98 the followup is very difficult to pull off.
***At very specific heights, Daimon can do ''df+C xx qcb+B xx dp+A'' and if Daimon is able to time his ground pound to hit just as the opponent lands into the ground, then it will register as an OTG. The exact timing and setups for landing this OTG are strict and will vary depending on how high the opponent is sent flying from an anti-air, so unlike in KOF 98 the followup is very difficult to pull off.
**Daimon can start an HD combo from an anti-air Zujoubarai by BCing it immediately into ( [[File:hcf.gif]] + [[File:snka.gif]] ): ''df+C (BC) hcf+A''. If the anti-air attempt loses, whiffs, or trades then Daimon wont be able to active HD mode so buffering the BC input works like an option select.
**Daimon can start an HD combo from an anti-air Zujoubarai by BCing it immediately into ( [[File:hcf.gif]] + [[File:snka.gif]] ): ''df+C (BC) hcf+A''. If the anti-air attempt loses, whiffs, or trades then Daimon wont be able to cancel into HD mode so buffering the BC input works as an option select.
**The juggle properties on this move are specific, but ( [[File:hcf.gif]] + [[File:snka.gif]] ) will always work afterward assuming the attack comes out fast enough and connects. Shortly after a ( [[File:downright.gif]] + [[File:snkc.gif]] ) anti-airs, the command normal can combo into itself again. This primarily works in the corner where Daimon can land up to four hits before the opponent is launched too high and thus cannot further be hit in time. The easiest way to start this juggle is after landing Daimon's EX Tenchigaeshi ( [[File:hcb.gif]][[File:right.gif]] + [[File:snka.gif]] + [[File:snkc.gif]] ) in the corner, but another riskier method would be to sniff out and punish a backdash or jump in the corner directly with Zujoubarai.
**The juggle properties on this move are specific, but ( [[File:hcf.gif]] + [[File:snka.gif]] ) will always work afterward assuming the attack comes out fast enough and connects. Shortly after a ( [[File:downright.gif]] + [[File:snkc.gif]] ) anti-airs, the command normal can combo into itself again. This primarily works in the corner where Daimon can land up to four hits before the opponent is launched too high and thus cannot further be hit in time. The easiest way to start this juggle is after landing Daimon's EX Tenchigaeshi ( [[File:hcb.gif]][[File:right.gif]] + [[File:snka.gif]] + [[File:snkc.gif]] ) in the corner, but another riskier method would be to sniff out and punish a backdash or jump in the corner directly with Zujoubarai.



Revision as of 21:23, 5 December 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) - A fat low jab, a crouching stop sign. Daimon's Crouching Light Punch is a great frametrap tool for creating fancier blockstrings and combos. This move leaves Daimon at a much greater advantage on block that his Crouching Light Kick and it directly cancels into specials and Zujoubarai ( Downright.gif + Snkc.gif ). Daimon can create a nearly-uninterruptable blockstring by attacking with his Close Heavy Punch immediately after using this attack and should the opponent have rolled Daimon could land an option select normal grab as a punish. It's also worth noting that this attack combos into Zujoubarai ( Downright.gif + Snkc.gif ) and even if blocked the series will leave Daimon spaced out far enough so that he's only punishable by fast, usually meter-depleting, moves.
  • Crouching Light Kick (Down.gif + Snkb.gif) - A slower and uncancelable low kick. Although Daimon can't chain into a combo from this low kick, he can link into any of his instant grabs on hit, and the kick's long duration allows a Daimon player to hitconfirm and even buffer a grab. This can be used to break alternate guard attempts while actually being confirmable into a throw, unlike his Standing Light Kick which must be canceled and can't be hitconfirmed on its own. So while this is a good low threat, especially as the opponent wakes from a knockdown, the resulting frame advantage isn't as solid as Daimon's Crouching Light Punch and so he can't do as many tight blockstrings or setups after using this attack.
  • Crouching Heavy Punch (Down.gif + Snkc.gif) - Daimon's Crouching Heavy Punch is usually a rather poor crouching headbutt, but in KOF XIII he has a much improved 'low strong' type horizontal crouching punch that can be canceled now. The attack bears resemblance to Daimon's Standing Heavy Punch, though the crouching version is improved for blockstrings and poking since it cancels. This gives Daimon a new tool for ending blockstrings or playing footsies that he's never had before, so it's certainly a welcome addition.
  • Crouching Heavy Kick (Down.gif + Snkd.gif) - Though a rather short sweep, Daimon's Crouching Heavy Kick is a strong okizeme tool though it's lackluster as a midscreen footsie tool. After getting a knockdown, sweeping the opponent on wakeup is a solid option: if the opponent expects a mid attack like Close Light Punch and wants to start alternate guarding to nullify the threat of Daimon's grabs, then the sweep can catch the opponent off guard blocking high while trying to wiggle between standing and crouching; a meaty sweep will also punish any backdash or jump attempt made by the opponent in anticipation of Daimon regrabbing; and though Daimon's sweep lacks range, don't forget about it for creating short blockstrings. Landing Daimon's sweep will cause another knockdown which grants him another heavy mixup and discourages the opponent from jumping/backdashing/alternate guarding which really primes them up for getting grabbed or baiting a reversal from a flustered opponent.
  • Blowback Attack (Snkc.gif + Snkd.gif) - Heavy forward palm strike that causes a soft knockdown. This is a decent tool to throw into a blockstring occasionally or use as a meaty, though Daimon has better, less telegraphed options with less pushback on block. Even though this attack could anti-air, Daimon has much more solid options such as Standing Heavy Kick and Zujoubarai ( Downright.gif + Snkc.gif ). Not nearly as good as Daimon's Jumping Blowback Attack.
  • Jumping Light Punch (Air Snka.gif) -
  • Jumping Light Kick (Air Snkb.gif) - A downward-angled falling knee attack that can work as a jump-in but because of Daimon's other, stronger jump-in options this attack is more reserved for doing a tick throw or for crossing up the opponent. For sure, this is Daimon's easiest cross up attack so it's certainly not without its midscreen merits.
  • Jumping Heavy Punch (Air Snkc.gif) - Daimon's crazy elbow attack is better than it's ever been. Although this looks like a primarily horizontal attack, the vertical reach is much better this time around which even allows this move to cross up. Good air-to-air choice though this can lose to more purely-horizontal jumping attacks or lose when jumped on from above. This is also a solid air-to-ground attack though Daimon overextends his body which can make it easier for the opponent to run underneath Daimon and anti-air him with a vertical attack. A solid vertical-horizontal attack that reaches further than Daimon's Jumping Heavy Kick and monsterous Jumping Blowback Attack.
  • Jumping Heavy Kick (Air Snkd.gif) - Daimon's get-to air-to-ground attack. In older KOF games this beast started up so quickly that it functioned as an instant overhead, though this is not true anymore in KOF XIII. Since the startup is more standardized Daimon can time this attack much like a standard jump in in order to start a combo, though the huge vertical reach still allows Daimon to attack early and land into a quick command grab mixup. This is Daimon's primary overhead threat after a knockdown since he can combo off this move or blockstring into further options, or simply do nothing from a hop and land into an immediate command grab attempt.
  • Jumping Blowback Attack (Air Snkc.gif + Snkd.gif) - A slightly downward-angled palm thrust which can function as a mighty air-to-air while still having a deep enough hitbox to hit crouching characters and give Daimon a large frame advantage on block. The horizontal reach on this attack isn't as long as his Jumping Heavy Punch, and Jumping Heavy Kick outclasses it in vertical depth, but the opponent simply will not want to get touched by this move: unlike all other Jumping Blowback Attacks, Daimon's will cause a hard knockdown on hit which slides the opponent across the ground, back toward the corner. After landing this in the corner, Daimon can in fact OTG the opponent with Kirikabugaeshi ( Hcf.gif + Snkc.gif ) (though doing so will toss them out of the corner).
    • If this attack registers as a counter hit, the opponent will bounce off the wall and fall down around midscreen in a freely hittable state. Daimon can capitalize off a wallbounce easily with Zujoubarai ( Downright.gif + Snkc.gif ) which can combo into Kumotsukaminage ( Hcf.gif + Snka.gif ) for a knockdown, be canceled into Chou Ukemi ( Qcb.gif + Snkb.gif ) to gain frame advantage, or even be used to activate into an HD combo.
    • A meaty or delayed Jumping Blowback Attack will absolutely destroy any jump or backdash attempts and give Daimon a long time to run forward and go straight into another grappler mixup.

Unique Attacks

  • Zujoubarai (Downright.gif + Snkc.gif) - A notorious anti-air that was so overwhelming in KOF 98 that it effectively shut down nearly all jumps and hops which forced opponents to deal with Daimon's overpowering grounded footsies. In XIII, Daimon's Zujoubarai is still a diabolical anti-air though its horizontal reach is slightly toned down so that it doesn't hit out as far as Daimon appears to be reaching. Don't let the slight range change fool you; Daimon still has a great vertical hitbox that's fast and can anti-air hops and if it hits he can follow it up with his staple grappler okizeme game, end with a special or DM, or even land an HD combo from a single anti-air. Daimon players should really know the effective range of this attack and reposition themselves into its active range or recognize when it wont work; opponents should approach Daimon carefully with longer horizontal jump-ins in order to stay outside of Daimon's Absolute Terror Field.
    • In most instances where Daimon anti-airs a somewhat deep opponent, he can cancel ( Downright.gif + Snkc.gif ) into ( Hcf.gif + Snka.gif ) for a knockdown that causes around 15% meterless, which could then be Super Canceled if needed. Not every anti-air can be followed into this attack, and even when it combos Daimon will toss the opponent behind him which can sacrifice his positional advantage so other options are useful to know.
    • To get better frame advantage, Daimon can do a '98 classic and cancel his command normal into ( Qcb.gif + Snkb.gif ) to roll forward and return to neutral quickly. This allows him to more easily get back on the opponent.
      • At very specific heights, Daimon can do df+C xx qcb+B xx dp+A and if Daimon is able to time his ground pound to hit just as the opponent lands into the ground, then it will register as an OTG. The exact timing and setups for landing this OTG are strict and will vary depending on how high the opponent is sent flying from an anti-air, so unlike in KOF 98 the followup is very difficult to pull off.
    • Daimon can start an HD combo from an anti-air Zujoubarai by BCing it immediately into ( Hcf.gif + Snka.gif ): df+C (BC) hcf+A. If the anti-air attempt loses, whiffs, or trades then Daimon wont be able to cancel into HD mode so buffering the BC input works as an option select.
    • The juggle properties on this move are specific, but ( Hcf.gif + Snka.gif ) will always work afterward assuming the attack comes out fast enough and connects. Shortly after a ( Downright.gif + Snkc.gif ) anti-airs, the command normal can combo into itself again. This primarily works in the corner where Daimon can land up to four hits before the opponent is launched too high and thus cannot further be hit in time. The easiest way to start this juggle is after landing Daimon's EX Tenchigaeshi ( Hcb.gifRight.gif + Snka.gif + Snkc.gif ) in the corner, but another riskier method would be to sniff out and punish a backdash or jump in the corner directly with Zujoubarai.

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