Difference between revisions of "The King of Fighters 2002 UM/Goro Daimon"

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* B (light kick) version travels shorter than the A+B roll, while D (heavy kick) travels a bit further.
* B (light kick) version travels shorter than the A+B roll, while D (heavy kick) travels a bit further.


Kumo Tsukami - hcf + A
'''Kumo Tsukami''' - (hcf + A)
 
* Goro's anti-air command throw. Can throw falling opponents from a counter wire wall bounce.
 
* The opponent lands near the corner of the screen
 
* Can be beaten out by active jumping normal attacks
 
* Hard knockdown


Kirikabu Gaeshi - hcf + C
Kirikabu Gaeshi - hcf + C

Revision as of 19:37, 3 December 2014

Daimon.jpg

Normals

Close

  • cl.A/B/C/D are all cancel-able
  • cl.A is chain-able into itself and into cr.A, cr. A & far B
  • cl.B whiffs on crouching opponents

Stand

  • only far B is cancel-able
  • far. A is a good poke that can be used to stop incoming hops and it does not whiff on crouching opponents
  • far B is a good poke that hits low and is cancel-able
  • far C has the same vertical height has far A and be used to stop incoming hops in advance
  • far D can be used as a poke to stop jump-ins and incoming hops. It whiffs on crouching opponents

Crouch

  • cr. A, and cr. D are cancel-able
  • cr. D can be whiff cancelled
  • cr. B and cr. D hits low
  • cr. B is chain-able from cl. A
  • cr. B has a shorter horizontal range than st. B. while cr. D has a shorter range than cr.B

Jumping

  • j.A is good for jumping in air-to-ground
  • j.B can cross-up
  • j.C swings downward at a short horizontal range & is good for air-to-ground
  • j.D is good for jumping in air-to-ground and can instant overhead crouching opponents because of the deep downward hit-box

Blowback

  • st. CD can be whiff cancel and has good horizontal range
  • j. CD on hit causes a hard knockdown, and a counter wire on counter hit

Throws

Juuji Shime - close, (b or f + C)

  • Goro grabs the opponent and chokes them ground
  • Can be mashed out of by the opponent to lessen damage
  • Causes hard knockdown
  • The opponent lands less than a half-screen distance away from Goro, and Goro recovers faster than the opponent wakes up

Okuri Kyaku Harai - close, (b or f + D)

  • Goro grabs and trips the opponent
  • Causes a soft knockdown
  • The opponent lands two character spaces away from Goro

Command Moves

Zujo Barai - (df + C)

  • Goro's forearm uppercut that can be used as an anti-air. Not as powerful and spacial as his 98 version though.
  • Only super cancel-able
  • Can combo from his light normals, and close D (heavy kick)

Special Moves

Jiraishin - (dp + A/C)

  • A button pounds the ground while C button is a feint
  • Ground pound only hits standing opponents; can be evade if crouching
  • Soft knockdown

Chou Ukemi - qcb + B/D

  • Goro's cancel-able command roll. Doesn't have any invincibility frames at any point during the duration of the move.
  • Can be cancelled from Goro's cancel-able normals
  • B (light kick) version travels shorter than the A+B roll, while D (heavy kick) travels a bit further.

Kumo Tsukami - (hcf + A)

  • Goro's anti-air command throw. Can throw falling opponents from a counter wire wall bounce.
  • The opponent lands near the corner of the screen
  • Can be beaten out by active jumping normal attacks
  • Hard knockdown

Kirikabu Gaeshi - hcf + C

Chou Oosotogari - close, dp + B/D

Tenchi Gaeshi - close, hcb, f + A/C

Nekko Gaeshi - qcf + B/D

Ura Nage - close, hcb, f + B/D

Desperation Move

Jigoku Otoshi Gokuraku: close, hcb x 2 + A/C

Nekko Meki - hcf x 2 + B/D (then hcf + B/D, then dp + B/D)


Super Desperation Moves

Jigoku Otoshi Gokuraku - close, hcb x 2 + AC

Nekko Meki - hcf x 2 + BD (then, hcf + B/D, dp + B/D)


HSDM

Hourinkazan - hcb x 2 + BD


Discussion Threads

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Videos

Goro Master Class


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