The King of Fighters 2002/Goro Daimon: Difference between revisions

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'''Strategies:'''<br>
'''Strategies:'''<br>
-He has two excellent pokes, far B and far D. Far B hits low and reaches about half a screen away. Far D hits high, but will regularly anti-air and has massive priority and excellent damage. Daimon's basic mixup is just using these two moves, with run up throws for mindgames<br>
-He has two excellent pokes, far B and far D. Far B hits low and reaches about half a screen away. Far D hits high, but will regularly anti-air and has massive priority and excellent damage. Daimon's basic mixup is just using these two moves, with run up throws for mindgames<br>
-the rest of Daimon's game comes from punishing the opponent, and taking advantage of his conservativeness. dp+B is the quicker of his command throws, while hcbf+P has more range<br>
-the rest of Daimon's game comes from punishing the opponent, and taking advantage of his conservativeness. dp+B is the quicker of his command throws, while hcbf+P has more range<br>
-his df+C is an excellent anti-air as it is very quick and reaches relatively high into the air. Use this if the opponent is not in range to be anti-aired from a far D<br>
-his df+C is an excellent anti-air as it is very quick and reaches relatively high into the air. Use this if the opponent is not in range to be anti-aired from a far D<br>
-hcfx2+K has a huge amount of autoguard frames. This can be used in the corner to screw the opponent for the most part. If the opponent attempts to jump out of the super, Goro will recover first and have an opportunity to anti-air with df+C or hcf+A<br>
-hcfx2+K has a huge amount of autoguard frames. This can be used in the corner to screw the opponent for the most part. If the opponent attempts to jump out of the super, Goro will recover first and have an opportunity to anti-air with df+C or hcf+A<br>
-Don't use hcbf+K ever
-Don't use hcbf+K ever

Revision as of 16:46, 12 March 2006

Anywhere:
1. A/C(Buffer:hcb+A/C), hcb f+P(Buffer:f+P) - 25%/33%
2. A(Buffer:hcb+A), df+C, hcbx2+P(Buffer:hcb+P) - 45%
3. Crouch D, (qcf+B(whiff), dp+A), hcf+C (recovery rollable) - 25%

Corner:
1. Crouch D, df+C(whiff)/qcf+B(whiff), dp+A, hcf+C - 40% (Can be recovery rolled after the crouch D or the dp+A)

Move Properties:
-cancellable normals are close A, far A, crouch A, close B, far B, close C, close D, crouch D
-CD is cancellable into specials and DMs
-hcfx2+K/BD and dp rdp+BC have autoguard
-Goro is invincible and cannot be thrown for most of qcb+K

Strategies:
-He has two excellent pokes, far B and far D. Far B hits low and reaches about half a screen away. Far D hits high, but will regularly anti-air and has massive priority and excellent damage. Daimon's basic mixup is just using these two moves, with run up throws for mindgames

-the rest of Daimon's game comes from punishing the opponent, and taking advantage of his conservativeness. dp+B is the quicker of his command throws, while hcbf+P has more range

-his df+C is an excellent anti-air as it is very quick and reaches relatively high into the air. Use this if the opponent is not in range to be anti-aired from a far D

-hcfx2+K has a huge amount of autoguard frames. This can be used in the corner to screw the opponent for the most part. If the opponent attempts to jump out of the super, Goro will recover first and have an opportunity to anti-air with df+C or hcf+A

-Don't use hcbf+K ever