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| THE POKE! Fast, low, long range, cancelable. You can do repeated st.Bs, but if you think they will hit a button in between, cancel into hcf+C. You can also combo this into hcb,f+P if you're in range, which most people forget about. | | THE POKE! Fast, low, long range, cancelable. You can do repeated st.Bs, but if you think they will hit a button in between, cancel into hcf+C. You can also combo this into hcb,f+P if you're in range, which most people forget about. | ||
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Revision as of 23:17, 2 October 2016
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
Normal Throws
b or f+C - Unbreakable (mashable), forward knockdown, face forward, un-rollable.
b or f+D - Breakable, reverse knockdown, back turned, rollable.
b or f+C (just outside of normal throw range) - Breakable, forward knockdown, back turned, un-rollable.
Combos
As I stated above, his combos range from easy to extremely difficult depending on what you're comboing into.
- cl.C/D, d/f+C (optional) xx C Overhead Slam (hcf+C)/Ragdoll Toss (hcb,f+P)/Super Ragdoll Toss (hcb,hcb+P)
- cr.B, Ragdoll Toss (hcb,f+P)/Super Ragdoll Toss (hcb,hcb+P)
- anti-air d/f+C xx qcb+B/qcf+B/dp+K/f,hcb,f+P, A Ground Pound (dp+A)
- anti-air d/f+C (counter-hit) xx qcb+B, d/f+C xx A Overhead Slam (hcf+A)
The cr.B link into super is a good way to combo into it without having godly execution. Just perform it like f,d/f,d,d/b+B,b,hcb+P.
It is possible to perform his Ground Pound (dp+A) 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