The King of Fighters '98/Daimon: Difference between revisions

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=In-depth Analysis=
=In-depth Analysis=
==Normal Moves==
==Normal Moves==
Standing A - Fast, really good anti-air against short hop.
Standing B - THE POKE! Fast, low, long range, cancelable. You can do repeated st.Bs, but if you think they will hit a button in between, cancel into hcf+C. You can also combo this into hcb,f+P if you're in range, which most people forget about.
Standing C - Nice and big, stays out a long time. Can stop short hops.
Standing D - Fast, high priority, one of the best anti-air normals in the game. It can also punish things like incompleted Iori rekkas. It will whiff over crouching characters, so watch that.
Standing CD - Big ass cancelable move. often used to cancel into his qcf+K counter and bait CD counters.
Close D - Best meaty, and if not too meaty or out in the open, you actually have a good amount of time to hit-check hcb,f+P off of it.
Crouching A - #1 poke if you're too close for standing B. Cancelable.
Crouching B - Good poke if you're too close for standing B as well. Links into super easily since it has a long animation/advantage.
Crouching C - Fast, good range. Probably better options though.
Crouching D - A sweep! Can be meatied pretty easily.
Jumping A - Pretty good air-to-air.
Jumping B - Stays out for a long time, can be used as a crossup if it's very meaty, or your opponent is close to the corner, or in the corner and you are player 2. Good setup for his grab mixups.
Jumping C - Crosses up, has a pretty hefty hitbox (what doesn't?).
Jumping D - Godly jump move. Good for jumping in, or air-to-air jumping back. Can be used as an instant overhead (short hop only).
Jumping CD - CD in the air!


==Command Normals==
==Command Normals==
f+A - Not overhead! Snuffs projectiles.
d/f+C - Great anti-air. It doesn't beat as much stuff as standing D, but it will trade with most things, enabling you to perform a ground pound combo. Remember if it trades, you will have to re-buffer your qcb+B/qcf+B afterwards so the ground pound will hit OTG.


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


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

Revision as of 19:49, 26 December 2007

Introduction

Goro Daimon was previously known as just "Daimon" before the King of Fighters tournament. The names means "Die, Man".

Just before the first KOF tournament, he defeated Goro, prince of Shokan in hand-to-hand mortal combat, taking his namesake as a trophy.

Anyone who could defeat Goro is extremely strong, so as expected, Goro Daimon is a top tier character.

Gameplay Overview

Daimon does a ton of damage, has very high priority normals, and has very effective throw mixups. Even from an anti-air he can do 30% or so thanks to ground pound OTGs and juggles. He has very good defense (ie takes less damage than average) and is basically a wall of pain. His only disadvantage is that he has a very large sprite. He has combos/tactics that vary from requiring nearly no execution skill to requiring godly execution. He is a decent character for a beginner.

Combos

As I stated above, his combos range from easy to extremely difficult depending on what you're comboing into.

cl.C/D, d/f+C (optional) xx hcf+C/hcb,f+P/hcb,hcb+P

cr.B, hcb,f+P/hcb,hcb+P

anti-air d/f+C xx qcb+B/qcf+B/dp+K/f,hcb,f+P, dp+A

anti-air d/f+C (counter-hit) xx qcb+B, d/f+C xx hcf+A

The cr.B link into super is a good way to combo into it without having godly execution. Just perform it like f,d/f,d,d/b+B,b,hcb+P.

In-depth Analysis

Normal Moves

Standing A - Fast, really good anti-air against short hop.

Standing B - THE POKE! Fast, low, long range, cancelable. You can do repeated st.Bs, but if you think they will hit a button in between, cancel into hcf+C. You can also combo this into hcb,f+P if you're in range, which most people forget about.

Standing C - Nice and big, stays out a long time. Can stop short hops.

Standing D - Fast, high priority, one of the best anti-air normals in the game. It can also punish things like incompleted Iori rekkas. It will whiff over crouching characters, so watch that.

Standing CD - Big ass cancelable move. often used to cancel into his qcf+K counter and bait CD counters.

Close D - Best meaty, and if not too meaty or out in the open, you actually have a good amount of time to hit-check hcb,f+P off of it.

Crouching A - #1 poke if you're too close for standing B. Cancelable.

Crouching B - Good poke if you're too close for standing B as well. Links into super easily since it has a long animation/advantage.

Crouching C - Fast, good range. Probably better options though.

Crouching D - A sweep! Can be meatied pretty easily.

Jumping A - Pretty good air-to-air.

Jumping B - Stays out for a long time, can be used as a crossup if it's very meaty, or your opponent is close to the corner, or in the corner and you are player 2. Good setup for his grab mixups.

Jumping C - Crosses up, has a pretty hefty hitbox (what doesn't?).

Jumping D - Godly jump move. Good for jumping in, or air-to-air jumping back. Can be used as an instant overhead (short hop only).

Jumping CD - CD in the air!

Command Normals

f+A - Not overhead! Snuffs projectiles.

d/f+C - Great anti-air. It doesn't beat as much stuff as standing D, but it will trade with most things, enabling you to perform a ground pound combo. Remember if it trades, you will have to re-buffer your qcb+B/qcf+B afterwards so the ground pound will hit OTG.

Special Moves

Desperation Moves