Difference between revisions of "The King of Fighters '98 UMFE/Goro Daimon"

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== Introduction ==
== Introduction ==
Daimon is a grappler with plenty of scary mixups up close and some good normals to fight with in neutral. His pokes are large with some good hitboxes on them and his anti airing is also strong. He's also got a fast full screen unblockable that hits standing opponents that he can use to deal with fireballs. Up close Daimon has access to a 1f command grab, a invul command grab, an overhead, a low and some strong pokes to pressure with. Daimon also has access to a command roll that lets him quickly get in for a mixup at shorter ranges. Daimons main weaknesses are his big size and his lack of an invul reversal.


== Changes from previous versions ==
Daimon is a classic big-body grappler, with plenty of scary mixups up close and some good normals to fight with in neutral. His pokes are large with some good hitboxes on them, and his anti-air game is also strong. He's also got a fast fullscreen unblockable that hits standing opponents that he can use to deal with fireballs. Up close, Daimon has access to a 1f command grab, a invincible command grab, an overhead, a low, and some strong pokes to pressure with. Daimon also has access to a command roll that lets him quickly get in for a mixup at shorter ranges. Daimon's main weaknesses are his big size and his lack of an invincible reversal.
 
== Changes from Previous Versions ==


'''98 to 98UM'''
'''98 to 98UM'''
Line 10: Line 11:


* f+A now hits overhead, but its damage was lowered from 25 to 18 points
* f+A now hits overhead, but its damage was lowered from 25 to 18 points
* GCCD got increased recovery
 
* st.B got reduced priority, the hurtbox is now in front of the hitbox
* GCCD has increased recovery
* st.C got reduced priority
 
* st.D got reduced priority
* st.B has reduced priority, the hurtbox is now in front of the hitbox
* j.C got reduced priority
 
* df+Cs first hitbox got reduced priority
* st.C has reduced priority
 
* st.D has reduced priority
 
* j.C has reduced priority
 
* df+C's first hitbox has reduced priority


Specials:
Specials:
* dp+As startup was reduced from 28 frames to 20 frames
 
* dp+A OTG bug was removed
* dp+A's startup has been reduced from 28 frames to 20 frames
* hcb,f+K comes out faster and has a shorter back turning motion
 
* dp+A OTG bug has been removed
 
* hcb,f+K comes out faster and has a shorter back-turning motion


'''98UM to 98UMFE'''
'''98UM to 98UMFE'''


Normals:
Normals:
* df+Cs first hit now has its 98 hitbox back.
 
* df+C's first hit now has its original hitbox back.


Specials:
Specials:
* HCB,f+Ks Throw hitbox comes out faster
 
* hcb,f+K's throw hitbox comes out faster


Supers:
Supers:
* HCFx2+ K Super flash activates after the counter move connects, more recovery on whiff, Damage adjusted so that the third hit does the most damage
 
* hcfx2+K super flash activates after the counter move connects, has more recovery on whiff, and has damage adjusted so that the third hit does the most damage


== Normal Moves ==
== Normal Moves ==


'''Close'''
'''Close'''
*cl. A: good for stopping hops if you were too close for st.A. whiffs on short crouchers. Cancelable. Chainable.
*cl. B: decent for stopping hops or jumpouts but it's slow so not very useful. whiffs on short crouchers. Cancelable.
*cl. C: One of his main heavy combo buttons. It comes out fast and can be inputted as hcb+C to buffer a combo into his command grabs. Cancelable.
*cl. D: Another one of his good heavy combo buttons. hits higher up than cl.C so can catch jumpouts too. Cancelable.


'''Stand'''
* cl.A: Good for stopping hops if you were too close for st.A. Whiffs on short crouchers. Chainable and cancelable.
*st. A: Good anti hop button. whiffs on short crouchers.
*st. B: Decent longer range low that can be used to set up his command roll mixups. Cancelable.
*st. C: long range poke. Occupies a lot of space in front of Daimon. Has a lot of active frames. whiffs on short crouchers.
*st. D: Good preemptive anti air but has very little priority so can trade easily. whiffs on short crouchers.


'''Crouch'''
* cl.B: Decent for stopping hops or jump-outs, but it's too slow to be very useful. Whiffs on short crouchers. Cancelable.
*cr. A: decent for blockstrings or to chain into from cl.A. Cancelable.
*cr. B: a low. Not chainable or cancelable but you can link a 1f command grab after it for a combo.
*cr. C: a slow button that's not cancelable making it pretty bad and not very useful.
*cr. D: a good sweep. Cancelable.


'''Jump'''
* cl.C: One of Daimon's main heavy combo buttons. It comes out fast and can be inputted as hcb+C to buffer a combo into his command grabs. Cancelable.  
*j. A: a good jumpin normal with a lot of active frames making it a very consistent option. It's also his fastest air normal so good for air to airs when you need to prioritize speed.
*j. B: has a crazy amount of active frames making it a good air to air and jumpin. Can crossup.
*j. C: an okay crossup button.
*j. D: his best jumpin for damage.


'''Blowback'''
* cl.D: Another one of his good heavy combo buttons. Hits higher up than cl.C, so it can catch jump-outs too. Cancelable.
*st. CD: slow startup but has a nice hitbox in front of Daimon. Cancelable on contact or whiff.
 
*j. CD: his best air to air normal when it comes to hitbox but it has pretty slow startup.
'''Standing'''
 
* st.A: Good anti-hop button. Whiffs on short crouchers.
 
* st.B: Decent longer-range standing low that can be used to set up his qcb+K mixups. Cancelable.
 
* st.C: Long-range poke. Occupies a lot of space in front of Daimon. Has a lot of active frames. Whiffs on short crouchers.
 
* st.D: Good preemptive anti-air, but has very little priority now, so it can trade easily. Whiffs on short crouchers.
 
'''Crouching'''
 
* cr.A: Decent for blockstrings or to chain into from cl.A. Cancelable.
 
* cr.B: A low. You can link a hcb,f+P after it for a combo.
 
* cr.C: A slow button that's not cancelable, making it pretty bad and not very useful.
 
* cr.D: A good sweep. Cancelable.
 
'''Jumping'''
 
* j.A: A good jump-in normal with a lot of active frames, making it a very consistent option. It's also his fastest air normal, so it's good for air-to-airs when you need to prioritize speed.
 
* j.B: Has a crazy amount of active frames, making it a good air-to-air and jump-in. Can crossup.
 
* j.C: An okay crossup button.
 
* j.D: His best jump-in for damage.
 
'''CD Normals'''
* st.CD: Slow startup, but has a nice hitbox in front of Daimon. Cancelable on hit, block, and whiff.
* j.CD: His best air-to-air normal when it comes to priority, but it has pretty slow startup.


== Throws ==
== Throws ==
[[File:Kof98umfegoromovelist.png|right|thumb|Command List]]
'''Drag-Down Slam:''' (very close) f/b + C
* hold throw, not techable. Can be mashed for more damage. Daimon grabs the opponent in a chokehold and chokes them a couple of times. Causes a hard knockdown.
'''Crucifixion Press:''' (close) f/b + C
* regular throw, techable. Daimon picks the opponent up and slams them to the ground causing the to slide on the ground. Causes hard knockdown.
'''Sliding Foot Takedown:''' (close) f/b + D
* regular throw, techable. Daimon picks up the opponent and then sweeps their leg away while throwing them behind him. Causes soft knockdown.
== Command Throws ==


'''Ball Basher:''' f + A
'''Drag-Down Slam:''' <code>f/b+C (very close)</code>
* a overhead with fairly long range.


* loses the overhead property when cancelled into.
* Hold throw, not techable. Can be mashed for more damage. Daimon grabs the opponent in a chokehold and chokes them a couple of times. Causes a hard knockdown.


* good for mixups, especially when late cancelling into it.
'''Crucifixion Press:''' <code>f/b+C</code>


* causes a hard knockdown on hit.
* Regular throw, techable. Daimon picks the opponent up and slams them to the ground, causing the to slide on the ground. Causes a hard knockdown.


'''Cranium Cruncher:''' df + C
'''Sliding Foot Takedown:'''<code>f/b+D</code>


* a good anti air normal with a nice hitbox diagonally above Daimon.
* Regular throw, techable. Daimon picks up the opponent and then sweeps their leg away while throwing them behind him. Causes a soft knockdown.


* can also work as a close range poke.
== Command Moves ==


* can be cancelled into for combos and blockstrings.
'''Ball Basher:''' <code>f+A</code>


* on counterhit you can juggle after it.
* An overhead with fairly long range. Loses the overhead property when cancelled into.
 
* Good for mixups, especially when late-cancelling into it.
 
* Causes a hard knockdown on hit.
 
'''Cranium Cruncher:''' <code>df+C</code>
 
* A good anti-air normal with a nice hitbox diagonally above Daimon.
 
* Can also work as a close-range poke.
 
* Can be cancelled into for combos and blockstrings.
 
* On counterhit, you can juggle after it.


== Special Moves ==
== Special Moves ==


'''Minelayer:''' dp + P (A pounds the ground, C version is a feint)
'''Minelayer:''' <code>dp+A/C</code>
* Daimon pounds the ground so hard that it sends a shockwave through the ground causing standing opponents to fall down.
 
* Daimon pounds the ground so hard that it sends an instant shockwave fullscreen, causing standing opponents to fall down.


* A version does the ground pound which is a full screen attack that hits standing opponents. As it is not really a physical attack it does not do any blockstun to crouching opponents.
* A version does the ground pound, which is a full screen attack that hits standing opponents. As it is not really a physical attack, it does not do any blockstun to crouching or airborne opponents.


* C version is a feint you can use to make people jump at you so that you can anti air them.
* C version is a feint you can use to make people jump at you so that you can anti-air them.


* Great to use against fireball users as they can't crouch while throwing a fireball and the pound recovers fast enough for Daimon to block the fireball if it still came out.
* Great to use against fireball users, as they can't crouch while throwing a fireball and the pound recovers fast enough for Daimon to block the fireball if it still came out.


* can also be used as a surprise full screen low attack if the opponent likes poking a lot.
* Can also be used as a surprise fullscreen low attack if the opponent likes poking a lot.


'''Super Ukemi:''' qcb + B/D
'''Super Ukemi:''' <code>qcb+B/D</code>


* Daimon does a roll forwards.
* Daimon does a roll forwards.


* B version only has a little bit of startup invul. D version is slower but has more invul.
* B version only has a little bit of startup invincibility. D version is slower but has more invincibility.
 
* Cannot/should not be used like a normal roll; instead, the idea is that you cancel pokes into it to quickly approach from neutral and set up Daimon's grab mixups.


it's not like a normal roll. It's purpose is to get in quick to land a command grab/anti air grab from a blocked normal.
* Gets beaten out by mashing, so you may need to condition the opponent to not mash beforehand with frametraps.


* Gets beaten out by mashing so you may need to condition the opponent to not mash beforehand with frametraps.
'''Cloud Tosser:''' <code>hcf+A</code>


'''Cloud Tosser:''' hcf + A
* Daimon reaches up into the air and grabs, if he hits the opponent he slams them down to the ground.
* Daimon reaches up into the air and grabs, if he hits the opponent he slams them down to the ground.


* a hit grab.
* A hitgrab, not an anti-air command grab.
 
* A dedicated anti-jump tool to use when the opponent starts to jump out of your command grabs.


* a dedicated anti jump tool to use when the opponent starts to jump out of your command grabs.
* Can also work decently as an anti-air as it has a big hitbox with loads of priority. Daimon's hurtbox is actually at his waist when he does it, so his whole upper body is invincible.


* can also work decently as an anti air as it has a big hitbox with loads of priority. Daimons hurtbox is actually at his waist when he does it so his whole upper body is invincible.
* Great for combos after a counterhit df+C, and other juggle situations.


* Great for combos after a counterhit df+C and other juggle situations.
* Has a lot of recovery, so it's a guaranteed punish on block or whiff.


* has a long recovery so it's a guaranteed punish on block or whiff.
'''Stump Throw:''' <code>hcf+C</code>


'''Stump Throw:''' hcf + C
* Daimon grabs the opponent low to the ground and slams them down on the other side.
* Daimon grabs the opponent low to the ground and slams them down on the other side.


* a hit grab.
* Another hitgrab, that also hits OTG.


* has low invul from the startup until the end of the active frames.
* Has low invincibility from the startup until the end of the active frames.


* has a long recovery so it's a guaranteed punish on block or whiff.
* Has a lot of recovery, so it's a guaranteed punish on block or whiff.


* Useful as an otg
* Useful as an OTG ender to combos.
 
'''Super Ohsotogari:''' <code>dp+B/D (close)</code>


'''Super Ohsotogari:''' (close) dp + B/D
* Daimon does a leg sweep on the opponent.
* Daimon does a leg sweep on the opponent.


* an invul command grab.
* A slow command grab with invincibility on startup.


* good to beat people trying to mash at close range.
* Good to beat people trying to mash at close range.


* a core part of his close range mixup game as it will beat people trying to mash out from his 1f command grab.
* A core part of his close-range mixup game, as it will beat people trying to mash out from his hcb,f+P.
 
'''Earth Mover:''' <code>hcb,f+A/C (close)</code>


'''Earth Mover:''' (close) hcb, f + A/C
* Daimon throws the opponent into the air and lets them fall to the ground.
* Daimon throws the opponent into the air and lets them fall to the ground.


* a 1 frame command grab.  
* A 1-frame command grab.  


* Good for mixups, combos and close range punishes.
* The core of Daimon's mixups, combos, and close-range punishes.


'''Root Countermaneuver:''' qcf + B/D
'''Root Countermaneuver:''' <code>qcf+B/D</code>


* a high and mid counter move.
* A high and mid counter move.


* becomes active at frame 2 so you can't reversal with it.
* Becomes active on frame 2, so you can't reversal with it.


* can work as an anti air or as an anti poke tool.
* Can work as an anti-air or as an anti-poke tool.


'''Reverse Drop:''' hcb, f + B/D
'''Reverse Drop:''' <code>hcb,f+B/D</code>
* Daimon runs forwards and tries to grab the opponent. When in range he grabs the opponent and slams them behind him leaving them in a hard knockdown.


* Both B and D versions has Daimon running a full screens length when attempting the grab.
* Daimon runs forwards and tries to grab the opponent. When in range, he grabs the opponent and slams them behind him, causing a hard knockdown.


* B versions grab comes out slower but it has a lot of low invul while running. D versions grab comes out sooner but has no low invul while running.
* Both B and D versions have Daimon running fullscreen when attempting the grab.


* If the opponent is not throwable Daimon turns around for a bit leaving him open for backturned combos.
* B version's grab comes out slower, but it has a lot of low invincibility while running. D version's grab comes out sooner but has no low invincibility while running.


* can be useful to tick throw into from some stuff like a st.B but is mostly too risky to use much.
* If the opponent is not throwable, Daimon turns around for a bit, leaving him open for backturned combos.
 
* Can be useful to tick throw into from some stuff, like a st.B, but is mostly too risky to use much.


== Desperation Moves ==
== Desperation Moves ==


'''Heaven-to-Hell Drop:''' (close) hcb hcb + A/C
'''Heaven-to-Hell Drop:''' <code>hcbx2+A/C (close)</code>
* Daimons picks the opponent up and repeatedly slams them into the ground.
 
* Daimon picks the opponent up and repeatedly slams them into the ground.
 
* A 1-frame command grab DM.
 
* Useful for when you want higher damage mixups, combos, and close-range punishes.
 
* MAX version does more damage.


* a 1 frame command grab super.
'''Super Stump Throw:''' <code>hcfx2+B/D, hcf + B/D, dp + B/D, (during MAX) dp + B/D


* useful for when you want higher damage mixups, combos and close range punishes.
* A counter DM that has followups if it connects.


* Max versions does more damage.
* MAX version does more damage.


'''Super Stump Throw:''' hcf hcf + B/D, hcf + B/D, dp + B/D, (during MAX) dp + B/D
: '''Super Stump Throw (2):''' <code>hcf+B/D (during hcfx2+K)</code>
* a sequential throw super.


* the first part of the sequence is a counter move and if it hits you can do the followups.
:* Followup to hcfx2+K. Only comes out if it connects.


* Max version does more damage.
:: '''Super Stump Throw (3):''' <code>dp+B/D (during hcf+B/D)</code>
 
::* Followup to hcf+K followup.
 
::: '''Super Stump Throw (4):''' <code>dp+B/D (during dp+K after hcfx2+BD)</code>
 
:::* Followup to dp+K followup, exclusive to MAX version.


== Combos ==
== Combos ==
===0 Stock===
 
'''General Notes'''
 
* In any metered combo, replace hcbx2+P with hcbx2+AC if you have the resources.
 
===Meterless===


''Low''
''Low''
* cr.B, hcb,f+P


''Anywhere''
: <code>cr.B, hcb,f+P</code>
* cl.B, dp+K
 
''Mid/Jump-In''


* (jump-in), cl.D/cl.C, hcb,f+P
: <code>cl.B, dp+K</code>


''Very Close''
: <code>(j.X), cl.D/cl.C, hcb,f+P</code>
* (jump-in), cl.D/cl.C, df+C, hcb,f+P
 
: <code>(j.X), cl.D/cl.C, df+C, hcb,f+P</code>
: Requires either a very close cl.C/cl.D connect or a very good jump-in angle.


''Anti-Air''
''Anti-Air''
* df+C, hcf+A


* df+C (CH), qcb+B, df+C, hcf+A
: <code>df+C, hcf+A</code>
: -Note: this can only be done on counterhit
: hcf+A hits OTG.
 
: <code>df+C, qcb+B, df+C, hcf+A</code>
: Requires a counterhit df+C.
''Overhead''
''Overhead''
* f+A, hcf+C


===1 Stock===
: <code>f+A, hcf+C</code>
''Anywhere''
 
*cl.B, hcbx2+P
===With Meter===
 
''Mid/Jump-In''


*(jump-in), cl.C/cl.D, hcbx2+P
: <code>cl.B, hcbx2+P</code>
: -Note: you can do this as (jump-in), hcb+C, hcb+P for an easier cancel


===3 Stock/2 Stock Max/Low Health 1 Stock Extra Mode===
: <code>(j.X), cl.C/cl.D, hcbx2+P</code>
* In any 1 stock combo, replace hcbx2+P with hcbx2+AC
: You can do this as (j.X), hcb+C, hcb+P for an easier cancel.


== Strategy & Tips ==
== Strategy & Tips ==

Revision as of 21:13, 23 October 2021

Introduction

Daimon is a classic big-body grappler, with plenty of scary mixups up close and some good normals to fight with in neutral. His pokes are large with some good hitboxes on them, and his anti-air game is also strong. He's also got a fast fullscreen unblockable that hits standing opponents that he can use to deal with fireballs. Up close, Daimon has access to a 1f command grab, a invincible command grab, an overhead, a low, and some strong pokes to pressure with. Daimon also has access to a command roll that lets him quickly get in for a mixup at shorter ranges. Daimon's main weaknesses are his big size and his lack of an invincible reversal.

Changes from Previous Versions

98 to 98UM

Normals:

  • f+A now hits overhead, but its damage was lowered from 25 to 18 points
  • GCCD has increased recovery
  • st.B has reduced priority, the hurtbox is now in front of the hitbox
  • st.C has reduced priority
  • st.D has reduced priority
  • j.C has reduced priority
  • df+C's first hitbox has reduced priority

Specials:

  • dp+A's startup has been reduced from 28 frames to 20 frames
  • dp+A OTG bug has been removed
  • hcb,f+K comes out faster and has a shorter back-turning motion

98UM to 98UMFE

Normals:

  • df+C's first hit now has its original hitbox back.

Specials:

  • hcb,f+K's throw hitbox comes out faster

Supers:

  • hcfx2+K super flash activates after the counter move connects, has more recovery on whiff, and has damage adjusted so that the third hit does the most damage

Normal Moves

Close

  • cl.A: Good for stopping hops if you were too close for st.A. Whiffs on short crouchers. Chainable and cancelable.
  • cl.B: Decent for stopping hops or jump-outs, but it's too slow to be very useful. Whiffs on short crouchers. Cancelable.
  • cl.C: One of Daimon's main heavy combo buttons. It comes out fast and can be inputted as hcb+C to buffer a combo into his command grabs. Cancelable.
  • cl.D: Another one of his good heavy combo buttons. Hits higher up than cl.C, so it can catch jump-outs too. Cancelable.

Standing

  • st.A: Good anti-hop button. Whiffs on short crouchers.
  • st.B: Decent longer-range standing low that can be used to set up his qcb+K mixups. Cancelable.
  • st.C: Long-range poke. Occupies a lot of space in front of Daimon. Has a lot of active frames. Whiffs on short crouchers.
  • st.D: Good preemptive anti-air, but has very little priority now, so it can trade easily. Whiffs on short crouchers.

Crouching

  • cr.A: Decent for blockstrings or to chain into from cl.A. Cancelable.
  • cr.B: A low. You can link a hcb,f+P after it for a combo.
  • cr.C: A slow button that's not cancelable, making it pretty bad and not very useful.
  • cr.D: A good sweep. Cancelable.

Jumping

  • j.A: A good jump-in normal with a lot of active frames, making it a very consistent option. It's also his fastest air normal, so it's good for air-to-airs when you need to prioritize speed.
  • j.B: Has a crazy amount of active frames, making it a good air-to-air and jump-in. Can crossup.
  • j.C: An okay crossup button.
  • j.D: His best jump-in for damage.

CD Normals

  • st.CD: Slow startup, but has a nice hitbox in front of Daimon. Cancelable on hit, block, and whiff.
  • j.CD: His best air-to-air normal when it comes to priority, but it has pretty slow startup.

Throws

Drag-Down Slam: f/b+C (very close)

  • Hold throw, not techable. Can be mashed for more damage. Daimon grabs the opponent in a chokehold and chokes them a couple of times. Causes a hard knockdown.

Crucifixion Press: f/b+C

  • Regular throw, techable. Daimon picks the opponent up and slams them to the ground, causing the to slide on the ground. Causes a hard knockdown.

Sliding Foot Takedown:f/b+D

  • Regular throw, techable. Daimon picks up the opponent and then sweeps their leg away while throwing them behind him. Causes a soft knockdown.

Command Moves

Ball Basher: f+A

  • An overhead with fairly long range. Loses the overhead property when cancelled into.
  • Good for mixups, especially when late-cancelling into it.
  • Causes a hard knockdown on hit.

Cranium Cruncher: df+C

  • A good anti-air normal with a nice hitbox diagonally above Daimon.
  • Can also work as a close-range poke.
  • Can be cancelled into for combos and blockstrings.
  • On counterhit, you can juggle after it.

Special Moves

Minelayer: dp+A/C

  • Daimon pounds the ground so hard that it sends an instant shockwave fullscreen, causing standing opponents to fall down.
  • A version does the ground pound, which is a full screen attack that hits standing opponents. As it is not really a physical attack, it does not do any blockstun to crouching or airborne opponents.
  • C version is a feint you can use to make people jump at you so that you can anti-air them.
  • Great to use against fireball users, as they can't crouch while throwing a fireball and the pound recovers fast enough for Daimon to block the fireball if it still came out.
  • Can also be used as a surprise fullscreen low attack if the opponent likes poking a lot.

Super Ukemi: qcb+B/D

  • Daimon does a roll forwards.
  • B version only has a little bit of startup invincibility. D version is slower but has more invincibility.
  • Cannot/should not be used like a normal roll; instead, the idea is that you cancel pokes into it to quickly approach from neutral and set up Daimon's grab mixups.
  • Gets beaten out by mashing, so you may need to condition the opponent to not mash beforehand with frametraps.

Cloud Tosser: hcf+A

  • Daimon reaches up into the air and grabs, if he hits the opponent he slams them down to the ground.
  • A hitgrab, not an anti-air command grab.
  • A dedicated anti-jump tool to use when the opponent starts to jump out of your command grabs.
  • Can also work decently as an anti-air as it has a big hitbox with loads of priority. Daimon's hurtbox is actually at his waist when he does it, so his whole upper body is invincible.
  • Great for combos after a counterhit df+C, and other juggle situations.
  • Has a lot of recovery, so it's a guaranteed punish on block or whiff.

Stump Throw: hcf+C

  • Daimon grabs the opponent low to the ground and slams them down on the other side.
  • Another hitgrab, that also hits OTG.
  • Has low invincibility from the startup until the end of the active frames.
  • Has a lot of recovery, so it's a guaranteed punish on block or whiff.
  • Useful as an OTG ender to combos.

Super Ohsotogari: dp+B/D (close)

  • Daimon does a leg sweep on the opponent.
  • A slow command grab with invincibility on startup.
  • Good to beat people trying to mash at close range.
  • A core part of his close-range mixup game, as it will beat people trying to mash out from his hcb,f+P.

Earth Mover: hcb,f+A/C (close)

  • Daimon throws the opponent into the air and lets them fall to the ground.
  • A 1-frame command grab.
  • The core of Daimon's mixups, combos, and close-range punishes.

Root Countermaneuver: qcf+B/D

  • A high and mid counter move.
  • Becomes active on frame 2, so you can't reversal with it.
  • Can work as an anti-air or as an anti-poke tool.

Reverse Drop: hcb,f+B/D

  • Daimon runs forwards and tries to grab the opponent. When in range, he grabs the opponent and slams them behind him, causing a hard knockdown.
  • Both B and D versions have Daimon running fullscreen when attempting the grab.
  • B version's grab comes out slower, but it has a lot of low invincibility while running. D version's grab comes out sooner but has no low invincibility while running.
  • If the opponent is not throwable, Daimon turns around for a bit, leaving him open for backturned combos.
  • Can be useful to tick throw into from some stuff, like a st.B, but is mostly too risky to use much.

Desperation Moves

Heaven-to-Hell Drop: hcbx2+A/C (close)

  • Daimon picks the opponent up and repeatedly slams them into the ground.
  • A 1-frame command grab DM.
  • Useful for when you want higher damage mixups, combos, and close-range punishes.
  • MAX version does more damage.

Super Stump Throw: hcfx2+B/D, hcf + B/D, dp + B/D, (during MAX) dp + B/D

  • A counter DM that has followups if it connects.
  • MAX version does more damage.
Super Stump Throw (2): hcf+B/D (during hcfx2+K)
  • Followup to hcfx2+K. Only comes out if it connects.
Super Stump Throw (3): dp+B/D (during hcf+B/D)
  • Followup to hcf+K followup.
Super Stump Throw (4): dp+B/D (during dp+K after hcfx2+BD)
  • Followup to dp+K followup, exclusive to MAX version.

Combos

General Notes

  • In any metered combo, replace hcbx2+P with hcbx2+AC if you have the resources.

Meterless

Low

cr.B, hcb,f+P

Mid/Jump-In

cl.B, dp+K
(j.X), cl.D/cl.C, hcb,f+P
(j.X), cl.D/cl.C, df+C, hcb,f+P
Requires either a very close cl.C/cl.D connect or a very good jump-in angle.

Anti-Air

df+C, hcf+A
hcf+A hits OTG.
df+C, qcb+B, df+C, hcf+A
Requires a counterhit df+C.

Overhead

f+A, hcf+C

With Meter

Mid/Jump-In

cl.B, hcbx2+P
(j.X), cl.C/cl.D, hcbx2+P
You can do this as (j.X), hcb+C, hcb+P for an easier cancel.

Strategy & Tips

Videos

King of Fighters 98 UM FE: Daimon Guide by Mash It Out

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro