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
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
Fastest Attacks
Ground
- 0F: throw; throw; + ; (S)DM +
- 1F: -
- 2F: +
- 3F: cr.; +
- 4F: cl.; cl.; cl.; st.; st.; cr.; cr.
- 5F: st.; cr.; +
- 6F: -
- 7F: cl.
- 8F: +
- 9F: st.;
- 10F: -
Air
Combos
As I stated above, his combos range from easy to extremely difficult depending on what you're comboing into.
Link combo.
Must not cancel the first move (if it is cancellable), otherwise + will miss because opponent will not be on the floor yet. Except for + , opponent may do a recovery roll and in this case the + will miss, however you have time to wait to see if they will do a recovery roll before using the + ;).
Depending on distance and height you don't need to cancel to combo, you may follow with + after recovering. In fact in some situations you can trade and still do the + after recovering :). Depending on spacing is easier to a st. instead of + .
The + is only to move close to opponent and may be skipped if you are already close or in the corner. Close to the corner, if first + hit high (second part animation) and second + hit low (first part animation), it's possible to do a third + (second part animation), but the timing is difficult, and it's even hard to follow with + after. If you are close to corner is easy to use + (OTG), as in the combo above, instead of + , but opponent may do a recovery roll to escape... Depending on spacing is easier to a st. instead of + .
Ground Pound bug combo. You may use both (S)DM as the second move, but it is just for show off, as you will be spending meter with no benefits (actually you will end up doing less damage if you use a SDM as MAX mode will end...). The + will always miss if the first move is an anti-air + (don't know why, because + will hit when the first move is an anti-air st. or cr....). If the first move is a st. you will normally only be close enough to do the + in the corner. Be aware that if the first move is cr., and the second move is + you may switch sides if you were too close, but this is the the only combination that normally enable the + out of the corner. On the previous combo instead of ending with Overhead Slam ( + ), you may follow with this combo/bug (from the second move).
It is possible to perform his Ground Pound ( + ) 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
The + has less range than + (for example, + miss after st. but + can combo), and + > + does just a tiny more damage than + (almost the same out of MAX), so in general its better to just + instead of + > + on combos.
About his (S)DM Super Ragdoll Toss ( + ): unlike other command throws, there is a difference between and version, the version does slightly more damage (seems like a bug...)