The King of Fighters XIV/Goro Daimon

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Charaimg daimon.png


(*) = EX OK

(!) = MAX OK


Tsukami Tatakitsuke- close Bk.gif / Fd.gif + C.gif

Hiza Guruma - close Bk.gif / Fd.gif + D.gif

Command Normals

Zujou-Barai - Df.gif + C.gif

Special Moves

Tenchi-Gaeshi - close, Hcb.gif, Fd.gif + A.gif / C.gif (*)

Kumo-Tsukami Nage - Hcf.gif + A.gif (*)

Kirikabu-Gaeshi - Hcf.gif + C.gif

Jiraishi - Dp.gif + A.gif (*)

Jiraishi (Feint) - Dp.gif + C.gif

Chou Ukemi - Qcb.gif + B.gif / D.gif (*)

Chou Oosoto-Gari - close Dp.gif + B.gif / D.gif (*)

Super Special Moves

Jigoku Gokuraku Otoshi - close Hcb.gif Hcb.gif + A.gif / C.gif(!)

Konten Otoshi - OTG Qcf.gif Qcf.gif + B.gif / D.gif (!)

Climax Super Special

Kyoutendouchi - parry Qcf.gif Qcf.gif + A.gifC.gif

Quick Combo Reference

Quick Combo Reference


0 Meter


f.B, df+C, qcb+B, dp+K = 213 dmg
cr.C, hcf+A = 174 dmg

1 Meter


cl.C, cr.C, qcb+B, dp+K [SC] qcfx2+K = 406 dmg

2 Meters


cl.C, cr.C, qcb+B, dp+K [SC] qcfx2+K = 519 dmg
hcb~f+P [SC] qcfx2+K = 315 dmg

Gameplay Overview

Daimon excels with long range normals to keep out opponents. When opponents become scared to approach Daimon, that’s when you punish them with his damaging command grabs that setup for his okis.



  • st. A: Standard anti air jab that has good horizontal reach. +1 on block.
  • st. B: Footsie tool to pressure opponents. Special cancellable. 0 on block.
  • st. C: Long horizontal range anti air. Beware that it does whiff on crouchers.
  • st. D: Long range vertical range anti air. Has a big hitbox. Beware that it does whiff on crouchers.


  • cl. A: A good pressure tool that is +1 on block. Special cancellable.
  • cl. B: A close ranged knee attack that is special & super cancel-able.
  • cl. C: This back handed fist attack special cancellable & starts up in 5 frames.
  • cl. D: Plus on block and really good for oki option for Daimon. Hits low. +3 on guard.


  • cr. A: Good pressure tool that is +2 on guard.
  • cr. B: Another footsie tool along with st. B. However, it is not chain cancellable. 0 on block.
  • cr. C: A horizontal ground poke. Special & super cancel-able.
  • cr. D: A short range sweep. Whiff cancel-able.


  • j. A: A quick air to air defensive tool that’s used to help catch full jumps.
  • j. B: This short ranged knee can crossup standing and crouching opponents.
  • j. C: A versatile tool that can be used for both jump-ins and act as an air to air defense. Has decent vertical and horizontal hitbox but is fairly slow. 9 Frames of startup.
  • j. D: This diagonally aimed kick is best used for jump-ins or for air to ground defense.


  • st. CD: Special cancellable and causes the opponent to wall splat.
  • j. CD: Strong air to air/air to ground tool used to pressure opponents. Can be evaded by small character’s crouching kick normals & slides if performed too early


name of throw - (b/f+C) close

  • (description)
  • Can be broken
  • (soft or hard knockdown)

name of throw - (b/f+D) close

  • (description)
  • Can be broken
  • (soft or hard knockdown)

Command Moves

Zujou-Barai - (df + C)

  • Daimon crouches and swings his arm out.
  • Combo filler, and a strong anti-air that is rewarding to connect with. A great anti air tool that is special cancellable. Also a go-to hit confirm move to help transition into max mode.

Special Moves

Tenchi-Gaeshi - (close hcb~f + A/C)

  • Daimon’s most damaging command grab that does 150 damage. However, it does not possess any invincibility frames like dp+B/D, but use this move for its damage after conditioning the opponent to be afraid of defending against Daimon. Causes a hard knockdown and provides oki for Daimon. Super cancellable.
  • 1 frame start-up

EX: More damage and has faster recovery

Kumo-Tsukami Nage - (hcf + A)

  • A diagonal anti air move that is used for hard reads against jumping opponents. Whiffs on crouching opponents.

EX: Faster start-up, more damage.

Kirikabu-Gaeshi - (hcf + C)

  • An OTG tool that is super cancellable into qcfx2+K.

Jiraishi - (dp + A)

  • An earthquake based move that punishes standing grounded opponents. It also lowers the hurtbox to avoid specific types of projectiles, such as Robert’s and Andy’s. It does not hit crouching opponents. 28 frames of startup.

EX: Causes a juggle state on standing grounded opponents. Like the non-EX version, it does not hit crouching opponents. Has faster startup than the non-EX version. 18 frames of startup.

Jiraishi (feint) - (dp + C)

  • A move to fake people out to become less wary of Daimon’s earthquake-based move. Typically used for mind games.

Chou Ukemi - (qcb + B/D)

  • B version: A command roll to increase mobility and to help transition into dp+B/D or hcb~f+A/C to catch opponents off guard.
  • D version: A command roll that goes farther than the B version. It is not really used much to facilitate Daimon’s offense.

EX: Similar to the B version but has more range in full invincible frames.

Chou Oosoto-Gari - (close dp + B/D)

  • A command grab that has invincibility frames. It is the go-to safer command grab if you want to pressure opponents up close due to its invincibility frames. Causes a hard knockdown and provides oki for Daimon. Super cancellable.

EX: A command grab that has faster startup and does more damage with the same properties as the non-EX version.

Super Special Moves

Jigoku Gokuraku Otoshi - (close hcbx2 + A/C)

  • A very damaging 1 frame command grab that causes a hard knockdown. Good for oki options.

Max: More damaging

Konten Otoshi - (qcfx2 + B/D)

  • A combo-ender super that’s used to super cancel after dp+B/D or hcb~f+P. Causes a hard knockdown.
  • By itself, grabs opponents who are close & hard knocked down.

Max: More damaging

Climax Super Special Moves

Kyoutendouchi - (qcfx2 + AC)

  • A parry, counter move that causes a hard knockdown. Can also be super cancelled to finish off opponents.



Rush Auto Combo

Meterless: 215 dmg

1 Meter: 239 dmg

EX: 339 dmg

0 meter

  • cr.A, cl.A, st.B, df+C, hcb~f+P = 249 dmg
  • st.B, df+C, qcb+B, dp+K = 213 dmg

(Can substitute st.B for any close normal but cl.D, or cr.A or cr.C. The qcb+B special cancels into dp+K, so the timing can be tricky.)

  • j.D, cl.C, df+C, qcb+B, dp+K = 309 dmg

(Same as above, but off a jump in.)

  • cr.C hcf+A = 174 dmg

(An anti-air combo. You can just buffer the hcf+A since it'll only come out if cr.C connects.)

  • (corner) st.CD, qcb+D, df+C, hcf+A = 222 dmg

(qcb+D is included because it allows you to move in if you are not directly already in the corner. Though considering you toss them out of the corner, you might just want to do a normal for a reset)

1 meter

  • cl.C, df+C, qcb+B, dp+K [SC] qcfx2+K = 391 dmg

(same confirm, with a super)

  • hcb~f+P [SC] qcfx2+K = 201 dmg
  • cl.C, df+C [BC] cl.C, df.C, dp+AC, df+C, hcf+A = 406 dmg

(A swag combo. Will throw them out of the corner though.)

2 meters

  • cl.C, df+C, qcb+B, dp+K [SC] qcfx2+K = 504 dmg

(same confirm, with a level 2 super.)

  • j.C, cl.C, df.C [BC] cl.C, df.C, dp+AC, df+C, hcf+A qcfx2+AC = 600 dmg
  • hcb~f+P [SC] qcfx2+K = 315 dmg

3 meters

  • cl.C, df+C, hcb~f+P [CC] qcfx2+AC = 547 dmg

(When cancelling into the climax, do the input as soon as Daimon throws them off screen)

  • hcb~f+P [CC] qcfx2+AC = 486 dmg

4 meters

  • cl.C, df+C, qcb+B, dp+K [SC] qcfx2+K [CC] qcfx2+PP = 646 dmg

(same confirm, with a climax cancel)

5 meters

  • cl.C, df.C [SC] hcbx2+PP [CC] qcfx2+PP = 718 dmg

(Uses the other super for actual damage.)


Frame Data

Daimon KOFXIV Frama Data Link


KoF XIV: Daimon Beginner Breakdown

Goro Slow Motion Hitboxes

External Links

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV

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