The King of Fighters XII/Goro Daimon

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< The King of Fighters XII
Revision as of 21:18, 18 March 2011 by Nilcam (talk | contribs) (Created page with "right|frame =Throws= '''Okuriashibarai''' - f/b + AC * Hard knockdown =Normals= '''Standing''' * A, B, C and CD are cancelable * A chains to A ...")
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Kof12-goro-daimon.jpg


Throws

Okuriashibarai - f/b + AC

  • Hard knockdown


Normals

Standing

  • A, B, C and CD are cancelable
  • A chains to A and B
  • C has long counterhit stun
  • D has long counterhit stun
  • Both CD and Guard Cancel CD are hard knockdowns
  • Guard Cancel CD knocks down and deflects incoming attacks

Crouching

  • A, B and D are cancelable
  • B chains to A and B
  • C has long counterhit stun

Jumping/hopping

  • A, B, C and D are overheads
  • CD creates juggle state and is a hard knockdown


Command Normals

Daimon doesn't have any Command Normals


Special Moves

Tenchigaeshi - qcb, f + A/C

  • Command throw
  • Hard knockdown


Jiraishin - dp + A/C

  • Full-screen ground pound
  • C version is a feint


Kumotsukaminage - hcf + B

  • Command throw
  • Catches opponents in air
  • Hard knockdown


Kirikabugaeshi - hcf + D

  • Command throw
  • Hard knockdown
  • Beginning frames have guardpoint


Chouukemi - qcb + B/D

  • Roll similar to AB roll
  • Does not pass through opponents


Super Special Moves

Jigoku Gokurakuotoshi - hcbx2 + A/C

  • Super command throw


Combos

Basic

  • cr.B, st.Ax2, st.B xx hcbx2+A/C