Difference between revisions of "The King of Fighters '94/Goro Daimon"
Jump to navigation
Jump to search
(Created page with "{{CharNavbox 94}} {| style="margin-right:1em;" align="left" | {{TOClimit|3}}__TOC__ |} <section begin="image"/>right|thumb|600px<section end="image"/> <br clear=all> ==Introduction== A dominant character with excellent offense, neutral, and damage. Has the same Daimon buttons in a game with less movement options. {{ ProConTable | pros= * | cons= * }} ==Movelist== '''Throws''' Tsukami Tatakitsuke - image:bk.gif / image:fd.gif + im...") |
|||
(5 intermediate revisions by the same user not shown) | |||
Line 4: | Line 4: | ||
| {{TOClimit|3}}__TOC__ | | {{TOClimit|3}}__TOC__ | ||
|} | |} | ||
<section begin="image"/>[[File: | <section begin="image"/>[[File:Daimon_KOF94.png|right|thumb|600px]]<section end="image"/> | ||
<br clear=all> | <br clear=all> | ||
Line 11: | Line 11: | ||
{{ ProConTable | {{ ProConTable | ||
| pros= | | pros= | ||
* | * Does more damage off stray normals than anyone else | ||
* Great buttons for keeping the opponent away or forcing his way in | |||
* Can easily route into an infinite off close hits | |||
* Can use command grab cancel bug to make all his cancellable normals extremely plus | |||
* Terrifying mix with his command grabs | |||
* Roll and ground pound give him strong answers to zoning | |||
* Command grab and roll give him two of the strongest guard cancel options in the game while in MAX | |||
| cons= | | cons= | ||
* | * Both tall and wide, vulnerable to getting clipped by stuff | ||
}} | }} | ||
Line 44: | Line 50: | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Daimon_cla | | moveId = Daimon_cla | ||
| description = | | description = Filler normal. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Daimon_clb | | moveId = Daimon_clb | ||
| description = | | description = Another filler normal. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Daimon_clc | | moveId = Daimon_clc | ||
| description = | | description = Has a pretty gigantic range to activate relative to other close normals. By buffering command grab behind this always, you get a slightly slow, but very plus close-ish range button that converts into an infinite on hit. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Daimon_cld | | moveId = Daimon_cld | ||
| description = | | description = Faster and more damaging than cl.C, making it better as a punish. Not as useful outside of this, though. | ||
}} | }} | ||
===Far Standing Normals=== | ===Far Standing Normals=== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Daimon_fa | | moveId = Daimon_fa | ||
| description = | | description = Pretty gigantic normal for its speed. Good for harassment. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Daimon_fb | | moveId = Daimon_fb | ||
| description = | | description = The same great poke you know and love. Converts into 632146C from most ranges. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Daimon_fc | | moveId = Daimon_fc | ||
| description = | | description = Another gigantic button you can throw out in neutral. This one isn't cancellable, though. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Daimon_fd | | moveId = Daimon_fd | ||
| description = | | description = Hypothetically useful as an anti-air, but for most applications, stick to the other far normals. | ||
}} | }} | ||
Line 79: | Line 85: | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Daimon_2a | | moveId = Daimon_2a | ||
| description = | | description = Daimon's fastest move. Self chains and cancels into 632146C for an infinite on hit and massive plus frames on block. Good to mash up-close. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Daimon_2b | | moveId = Daimon_2b | ||
| description = | | description = Not cancellable into anything, so bad reward. Good if your opponent keeps blocking stuff standing in neutral, but for offense, stick to strike-throw with mids rather than using this to open anyone up. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Daimon_2c | | moveId = Daimon_2c | ||
| description = | | description = The god anti air. Really big and really fast. Press it if they're above you. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Daimon_2d | | moveId = Daimon_2d | ||
| description = | | description = Cancellable sweep. 2D > 214D is slightly plus and brings you right in front of them, letting you close the gap in midrange. | ||
}} | }} | ||
Line 97: | Line 103: | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Daimon_ja | | moveId = Daimon_ja | ||
| description = | | description = Same speed as j.C with no notable upsides. Use j.C. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Daimon_jb | | moveId = Daimon_jb | ||
| description = | | description = Again, use j.C. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Daimon_jc | | moveId = Daimon_jc | ||
| description = | | description = Ludicrous air button. Covers like half of Daimon's entire body, crosses up, air to airs, jumps in, it's great. Press it when you're in the air and you don't want them to be. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Daimon_jd | | moveId = Daimon_jd | ||
| description = | | description = Hits further away opponents than j.C, making it good for far air to airs or poking. | ||
}} | }} | ||
Line 115: | Line 121: | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Daimon_cd | | moveId = Daimon_cd | ||
| description = | | description = CD > 214D is 0, making it similarly good for brute forcing your way in as 2D. Aside from that, it's a deceptively fast and very big knockdown poke. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Daimon_jcd | | moveId = Daimon_jcd | ||
| description2 = | | description2 = j.D but it knocks down. Good poke like j.D. | ||
}} | }} | ||
== | ==Universal Mechanics== | ||
===Tsukami Tatakitsuke=== | ===Tsukami Tatakitsuke=== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Daimon_farcthrow | | moveId = Daimon_farcthrow | ||
| description = | | description = Excellent grab with long range and extra damage, but Daimon has the best command grab in the game and it OSes with the same button as this, so you won't be going for this much. | ||
}} | }} | ||
===Juuji Shime=== | ===Juuji Shime=== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Daimon_closecthrow | | moveId = Daimon_closecthrow | ||
| description = | | description = Mashable hold. Still worse than 632146C. | ||
}} | }} | ||
===Send-Off Foot Sweep=== | ===Send-Off Foot Sweep=== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Daimon_dthrow | | moveId = Daimon_dthrow | ||
| description = | | description = Good if you want to OS with D instead of C for some reason, but 641236D also offers that. | ||
}} | |||
===Defensive Attack=== | |||
{{FrameDataCargo-KOF94 | |||
| moveId = daimon_defensiveattack | |||
| description = Exists. | |||
}} | }} | ||
Line 143: | Line 155: | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Daimon_623a, Daimon_623c | | moveId = Daimon_623a, Daimon_623c | ||
| | | input = 623A/C | ||
| description2 = Good option to call out fireballs or catch people fooling around in neutral. C version is slower to mix up people's response to it. | |||
}} | }} | ||
===Chou Ukemi=== | ===Chou Ukemi=== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Daimon_214b, Daimon_214d | | moveId = Daimon_214b, Daimon_214d | ||
| description2 = | | input = 214B/D | ||
| description2 = Invuln roll. Goes through a ton of stuff, lets you brute force your way into close range by cancelling your far pokes into it, and generally makes your approach much more layered. Also great as a guard cancel. | |||
}} | }} | ||
===Tenchi Gaeshi=== | ===Tenchi Gaeshi=== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Daimon_632146c | | moveId = Daimon_632146c | ||
| description = | | description = Command grab of the gods. The best range of any grab in the game, the most damage of any non-super grab in the game, combos out of most cancellable normals due to its range, gives you an entire second and a half to think of what kind of cool oki you'll do, 1f reversal, amazing guard cancel, and thanks to command grab cancel, doubles as both an infinite-starting combo piece and a way to give all your cancellable pokes tons of plus frames. You should be buffering this behind stuff a *lot*. | ||
}} | }} | ||
===Chou Ousoto Geri=== | ===Chou Ousoto Geri=== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Daimon_641236d | | moveId = Daimon_641236d | ||
| description = | | description = 632146C with less range and less damage. | ||
}} | }} | ||
Line 165: | Line 180: | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Daimon_6321463214c | | moveId = Daimon_6321463214c | ||
| description = | | description = Another command grab, with this one hitting harder than the others. Good to open people up if it'll kill. In combos, just stick to the infinite. | ||
}} | }} | ||
{{Navbox '94}} | {{Navbox '94}} | ||
[[Category:Goro Daimon]][[Category:The King of Fighters '94]] | [[Category:Goro Daimon]][[Category:The King of Fighters '94]] |
Latest revision as of 01:24, 13 November 2023
Introduction
A dominant character with excellent offense, neutral, and damage. Has the same Daimon buttons in a game with less movement options.
Strengths | Weaknesses |
---|---|
|
|
Movelist
Throws
Special Moves
Desperation Move
Normals
Close Standing Normals
Close A
cl.A
cl.A |
---|
Close B
cl.B
cl.B |
---|
Close C
cl.C
cl.C |
---|
Close D
cl.D
cl.D |
---|
Far Standing Normals
Far A
f.A
f.A |
---|
Far B
f.B
f.B |
---|
Far C
f.C
f.C |
---|
Far D
f.D
f.D |
---|
Crouch Normals
Crouching A
2A
2A |
---|
Crouching B
2B
2B |
---|
Crouching C
2C
2C |
---|
Crouching D
2D
2D |
---|
Jump Normals
Jumping A
j.A
j.A |
---|
Jumping B
j.B
j.B |
---|
Jumping C
j.C
j.C |
---|
Jumping D
j.D
j.D |
---|
Blowback Normals
Standing CD
5CD
5CD |
---|
Jumping CD
j.CD
j.CD |
---|
Universal Mechanics
Tsukami Tatakitsuke
Tsukami Tatakitsuke
4/6 C when close
4/6 C when close |
---|
Juuji Shime
Juuji Shime
4/6 C when very close
4/6 C when very close |
---|
Send-Off Foot Sweep
Send-Off Foot Sweep
4/6 D when close
4/6 D when close |
---|
Defensive Attack
Defensive Attack
6A/B while blocking
6A/B while blocking |
---|
Special Moves
Jirai Shin
Jirai Shin
623A/C
623A/C |
---|
Chou Ukemi
Chou Ukemi
214B/D
214B/D |
---|
Tenchi Gaeshi
Tenchi Gaeshi
632146C when close
632146C when close |
---|
Chou Ousoto Geri
Chou Ousoto Geri
641236D when close
641236D when close |
---|
Desperation Moves
Jigoku Gokuraku Otoshi
Jigoku Gokuraku Otoshi
6321463214C when close
6321463214C when close |
---|