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.
Special Moves
A Overhead Slam (hcf+A) - 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 d/f+C on an opponent in the air. Ends in a back turned, un-rollable knockdown, and sets up for a meaty (unblockable) Ground Pound (dp+A).
C Overhead Slam (hcf+C) - 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 hcb,f+P. Can hit OTG. Ends in a back turned, un-rollable knockdown, and sets up for a meaty (unblockable) Ground Pound (dp+A).
Ragdoll Toss (hcb,f+P) - Instant, long range, comboable throw. Not rollable, and sets up for a meaty (unblockable) Ground Pound (dp+A).
Trip Slam (dp+K) - 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 (dp+A).
Ground Pound (dp+P) - C 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 OTG (on the ground) after an anti-air d/f+C 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 hcf+C in the corner.
Ground roll (qcb+K) - 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 CD counters.
Counter (qcf+K) - Will counter any mid/high hitting normal attack or CD counter. Usually used to cancel into to make moves safeer (like standing CD) and to bait CD counters at the same time. Ends in a back turned, un-rollable knockdown, and sets up for a meaty (unblockable) Ground Pound (dp+A).
Desperation Moves
Super Throw (hcb,hcb+P) - Instant good range super throw. Does damage. MAX version does more damage.
Super Armor Throw (hcf,hcf+K~hcf+K~dp+K) - A slower throw that has super armor on startup (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.
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