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

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


Line 15: Line 15:
*far D can be used as a poke to stop jump-ins and incoming hops. It whiffs on crouching opponents
*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==
==Throws==

Revision as of 01:57, 1 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

Okuri Kyaku Harai - close, b or f + D


Command Moves

Zujo Barai - df + C


Special Moves

Jiraishin - dp + A/C (A button pounds the ground while C button is a feint)

Chou Ukemi - qcb + B/D

Kumo Tsukami - hcf + A

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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