The King of Fighters 2002/Goro Daimon: Difference between revisions

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'''Anywhere:'''<br>
'''Anywhere:'''
1. A/C(Buffer:hcb+A/C), hcb f+P(Buffer:f+P) - 25%/33%<br>
1. A/C(Buffer:hcb+A/C), hcb f+P(Buffer:f+P) - 25%/33%<br>
2. A(Buffer:hcb+A), df+C, hcbx2+P(Buffer:hcb+P) - 45%<br>
2. A(Buffer:hcb+A), df+C, hcbx2+P(Buffer:hcb+P) - 45%<br>
3. Crouch D, (qcf+B(whiff), dp+A), hcf+C (recovery rollable) - 25%
3. Crouch D, dp+C/qcf+B(miss), hcf+C - 25% (Can be recovery rolled)<br>
4. df+C(counterhit, opponent in air), far D - 25%


'''Corner:'''<br>
'''Corner:'''<br>
1. Crouch D, df+C(whiff)/qcf+B(whiff), dp+A, hcf+C - 40% (Can be recovery rolled after the crouch D or the dp+A)
1. Crouch D, dp+C/qcf+B(miss), dp+A, hcf+C - 40% (Can be recovery rolled)<br>
2. df+C(counterhit, opponent in air), CD, qcf+B, dp+A, hcf+C - 50%
 
'''Maxmode Activation:'''<br>
1. df+C, BC, CD, dp+C/qcf+B(miss), dp rdp+BC - 98% (Can be recovery rolled)
 
'''Attack Strings:'''<br>
1. Crouch D, qcb+B/qcf+K<br>
2. Crouch A, df+C


'''Move Properties:'''<br>
'''Move Properties:'''<br>
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-CD is cancellable into specials and DMs<br>
-CD is cancellable into specials and DMs<br>
-hcfx2+K/BD and dp rdp+BC have autoguard<br>
-hcfx2+K/BD and dp rdp+BC have autoguard<br>
-Goro is invincible and cannot be thrown for most of qcb+K
-Goro is invincible during qcb+K, and cannot be thrown<br>
-far B is a low attack


'''Strategies:'''<br>
'''Strategies:'''<br>
-He has two excellent pokes, far B and far D. Far B hits low and reaches about half a screen away. Far D hits high, but will regularly anti-air and has massive priority and excellent damage. Daimon's basic mixup is just using these two moves, with run up throws for mindgames<br>
-He has two excellent pokes, far B and far D. Far B hits low and reaches about half a screen away. Far D hits high, but will regularly anti-air and has massive priority and excellent damage. Daimon's basic mixup is just using these two moves, df+C and run up throws for mindgames
 
-the rest of Daimon's game comes from punishing the opponent, and taking advantage of his conservativeness. dp+B is the quicker of his command throws, while hcbf+P has more range<br>


-his df+C is an excellent anti-air as it is very quick and reaches relatively high into the air. Use this if the opponent is not in range to be anti-aired from a far D<br>
-the rest of Daimon's game comes from punishing the opponent, and taking advantage of his conservativeness. dp+K is the quicker of his command throws, while hcb f+P has more range
-his df+C is an excellent anti-air as it is very quick and reaches relatively high into the air. Use this if the opponent is not in range to be anti-aired from a far D


-hcfx2+K has a huge amount of autoguard frames. This can be used in the corner to screw the opponent for the most part. If the opponent attempts to jump out of the super, Goro will recover first and have an opportunity to anti-air with df+C or hcf+A<br>
-hcfx2+K has a huge amount of autoguard frames. This can be used in the corner to screw the opponent for the most part. If the opponent attempts to jump out of the super, Goro will recover first and have an opportunity to anti-air with df+C or hcf+A


-Don't use hcbf+K ever
-Goro has a bug where, if he cancels any move that knocks the opponent to the floor (they still have a chance to recovery roll), then his dp+A earthquake will combo right after, which then allows you to pick them off the floor with hcf+C. Such moves that have this property are crouch D, CD and df+C(cancellable in maxmode). It is a good idea to cancel into a move that finishes quickly, such as his dp+C fake, qcf+B counter, or his qcb+B roll (not as effective)

Revision as of 05:33, 1 May 2006

Anywhere: 1. A/C(Buffer:hcb+A/C), hcb f+P(Buffer:f+P) - 25%/33%
2. A(Buffer:hcb+A), df+C, hcbx2+P(Buffer:hcb+P) - 45%
3. Crouch D, dp+C/qcf+B(miss), hcf+C - 25% (Can be recovery rolled)
4. df+C(counterhit, opponent in air), far D - 25%

Corner:
1. Crouch D, dp+C/qcf+B(miss), dp+A, hcf+C - 40% (Can be recovery rolled)
2. df+C(counterhit, opponent in air), CD, qcf+B, dp+A, hcf+C - 50%

Maxmode Activation:
1. df+C, BC, CD, dp+C/qcf+B(miss), dp rdp+BC - 98% (Can be recovery rolled)

Attack Strings:
1. Crouch D, qcb+B/qcf+K
2. Crouch A, df+C

Move Properties:
-cancellable normals are close A, far A, crouch A, close B, far B, close C, close D, crouch D
-CD is cancellable into specials and DMs
-hcfx2+K/BD and dp rdp+BC have autoguard
-Goro is invincible during qcb+K, and cannot be thrown
-far B is a low attack

Strategies:
-He has two excellent pokes, far B and far D. Far B hits low and reaches about half a screen away. Far D hits high, but will regularly anti-air and has massive priority and excellent damage. Daimon's basic mixup is just using these two moves, df+C and run up throws for mindgames

-the rest of Daimon's game comes from punishing the opponent, and taking advantage of his conservativeness. dp+K is the quicker of his command throws, while hcb f+P has more range -his df+C is an excellent anti-air as it is very quick and reaches relatively high into the air. Use this if the opponent is not in range to be anti-aired from a far D

-hcfx2+K has a huge amount of autoguard frames. This can be used in the corner to screw the opponent for the most part. If the opponent attempts to jump out of the super, Goro will recover first and have an opportunity to anti-air with df+C or hcf+A

-Goro has a bug where, if he cancels any move that knocks the opponent to the floor (they still have a chance to recovery roll), then his dp+A earthquake will combo right after, which then allows you to pick them off the floor with hcf+C. Such moves that have this property are crouch D, CD and df+C(cancellable in maxmode). It is a good idea to cancel into a move that finishes quickly, such as his dp+C fake, qcf+B counter, or his qcb+B roll (not as effective)