SuperCombo Wiki

SuperCombo is for the FGC, by GBL. We don't run ads or sell user data. If you enjoy the site, consider supporting our work.

The King of Fighters '97/Daimon

From SuperCombo Wiki
Daimon97Win.gif

Introduction

Strengths Weaknesses
  • placeholder
  • placeholder

Movelist

Normals

Far Normals

st.A
Kof.lp.png
Kof97p056.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Mid - - - - - - - - - - -

4/5/6 +1/-1 Fast, really good anti-air against short hop.

st.B
Kof.lk.png
Kof97p057.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Low - - - - - - - - - - -

4/5/10 -3/-5 One of the best st.Bs in KOF97. Fast, low, long range, cancelable.

st.C
Kof.sp.png
Kof97p058.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Mid - - - - - - - - - - -

9/9/16 -5/-7 Nice and big, stays out a long time. Can stop short hops.

st.D
Kof.sk.png
Kof97p059.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Mid - - - - - - - - - - -

5/6/16 -2/-4 The best anti-air normal in the game. Beats most jump moves and many ground moves from afar. Far better than its KOF98 counterpart. It will whiff over crouching characters, so watch that.

Close Range Normals

cl.A
Kof.lp.png
Kof97p070.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Mid - 4 - - - - +3 +1 - - -

cl.B
Kof.lk.png
Kof97p071.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Mid - - - - - - - - - - -

7/4/9, -1/-3

cl.C
Kof.sp.png
Kof97p072.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Mid - - - - - - - - - - -

4/4/13, +3/+1 Fast, cancelable, great as a meaty. More range than close D, so you can use cr.A, cl.C as a block string.

cl.D
Kof.sk.png
Kof97p073.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Mid - - - - - - - - - - -

4/8/14, -2/-4 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. Same speed as close C, cancelable.

Crouching Normals

cr.A
D.pngKof.lp.png
Kof97p065.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Mid - - - - - - - - - - -

3/5/5, +2/0

  1. 1 poke if you're too close for standing B. Cancelable.

cr.B
D.pngKof.lk.png
Kof97p066.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Low - - - - - - - - - - -

4/5/6, +1/-1 Good poke if you're too close for standing B as well. Links into super easily since it has a long animation/advantage.

cr.C
D.pngKof.sp.png
Kof97p067.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Mid None - - - - - - - - - -

5/4/19, -3/-5

cr.D
D.pngKof.sk.png
Kof97p068.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Low - - - - - - KD - - - -

4/7/12, KD/-1 A sweep! Can be meatied pretty easily.

Neutral Jumping Normals

nj.A
U.pngKof.lp.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Overhead - - - - - - - - - - -

nj.B
U.pngKof.lk.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Overhead - - - - - - - - - - -

nj.C
U.pngKof.sp.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Overhead - - - - - - - - - - -

nj.D
U.pngKof.sk.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Overhead - - - - - - - - - - -

Diagonal Jump Normals

dj.A
Ub.png/Uf.png+Kof.lp.png
Kof97p060.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Overhead - - - - - - - - - - -

5/13/- Pretty good air-to-air.

dj.B
Ub.png/Uf.png+Kof.lk.png
Kof97p061.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Overhead - - - - - - - - - - -

8/17/- 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.

dj.C
Ub.png/Uf.png+Kof.sp.png
Kof97p062.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Overhead - - - - - - - - - - -

9/8/- Crosses up, has a pretty hefty hitbox.

dj.D
Ub.png/Uf.png+Kof.sk.png
Kof97p063.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Overhead - - - - - - - - - - -

7/7/- Godly jump move. Good for jumping in, or air-to-air jumping back. Can be used as an instant overhead (short hop only).

Blowback Attack

CD
Kof.sp.png+Kof.sk.png
Kof97p069.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Mid - - - - - - - - - - -

15/4/26, KD/-8, S,Su Big ass cancelable move. often used to cancel into his qcf+K counter and bait CD counters.

jp.CD
Ub.png/U.png/Uf.png+Kof.sp.png+Kof.sk.png
Kof97p064.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Overhead - - - - - - - - - - -

15/4/-, KD/-

Throws

Juuji Shime
B.png/F.png+Kof.sp.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Throw - - - - - - - - - - -

Okuri Ashi Barai
B.png/F.png+Kof.sk.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Throw - - - - - - - - - - -

Tsukami Tataki Tsuke
B.png/F.png+Kof.sp.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Throw - - - - - - - - - - -

Command Normals

Takara Tsubushi
F.pngKof.lp.png
Kof97p074.png
Kof97p075.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Mid - - - - - - - - - - -

22/4/26, -10/-12

Zuju Barai
Df.pngKof.sp.png
Kof97p077.png
Kof97p078.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Mid - - - - - - - - - - -

3/4+9/16, KD/-11 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

Kumo Tsukami Nage
Hcf.pngKof.lp.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
High - - - - - - - - - - -

5/7/41 Beats pretty much everything above the top half of the screen, his arm is not hittable. It can be air blocked if the opponent is jumping up or back, though. Can be comboed from d/f+C on an opponent in the air. Ends in a back turned, un-rollable knockdown, and sets up for a meaty (unblockable) Ground Pound (dp+A).

Kiri Kabu Gaeshi
Hcf.pngKof.sp.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Low - - - - - - - - - - -

12/4/37 Catches ground pokes, but is punishable by some fast long range things. Good to use as a combo ender if you aren't comfortable using hcb,f+P. Can hit OTG. Ends in a back turned, un-rollable knockdown, and sets up for a meaty (unblockable) Ground Pound (dp+A).

Tenchi Gaeshi
Hcb.pngF.pngP.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Throw - - - - - - - - - - -

Instant command throw. Range: 42px. Not rollable, and sets up for a meaty (unblockable) Ground Pound (dp+A).

Chou Ousoto Gari
Dp.pngK.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
- - - - - - - - - - - -

Instant command throw. Range: 32px. Rarely used in KOF97.

Jirai Shin
Dp.pngP.png
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Kof.lp.png Low - - - - - - - - - - -

27/1/44 C version is a ground pound fake. It is 'blocked' by crouching, but there is no blockstun. You don't even need to hold d/b, just crouch. This can hit OTG (on the ground) after an anti-air d/f+C canceled into a non-blockable move (like a throw or utility move). It is also unblockable if done as a meaty attack, but the window is small and the setups vary from character to character. The knockdown can be rolled, but if they miss, you can combo a hcf+C in the corner.

Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Kof.sp.png Low - - - - - - - - - - -

35

Chou Ukemi
Qcb.pngK.png
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Kof.lk.png - - - - - - - - - - - -

16+17 Invincible during the roll, but completely vulnerable at the end of the roll. Usually used for the ground pound combo bug or to gain meter after a knockdown. Can be canceled into to roll through some auto-guard moves or CD counters.

Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Kof.sk.png - - - - - - - - - - - -

23+18

Neko Gaeshi
Qcf.pngK.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
- - - - - - - - - - - -

2/12/15 Will counter any mid/high hitting normal attack or CD counter. Usually used to cancel into to make moves safeer (like standing CD) and to bait CD counters at the same time. Ends in a back turned, un-rollable knockdown, and sets up for a meaty (unblockable) Ground Pound (dp+A).

Uru Nage
Hcb.pngF.pngK.png
Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Throw - - - - - - - - - - -

Super Moves

Jigoku Gokuraku Otoshi
Hcb.pngHcb.pngP.png
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Normal Throw - - - - - - - - - - -

Instant command throw. Range: 43px. Less frequently used than the other SDM due to shorter range.

Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
Max Mode Throw - - - - - - - - - - -

Arashi no Yama (Nekko Meki)
Hcf.pngHcf.pngK.png
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
1st Rekka Throw - - - - - - - - - - -

Instant command throw. Range: 62px (the second longest range in KOF97). Redirected to st.D, qcf+K or hcf+K when missed.

Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
2nd Rekka - Arashi no Yama (Zoku Kiri Kabu Gaeshi)
Hcf.pngK.png
Throw - - - - - - - - - - -
Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
3rd Rekka - Arashi no Yama (Nekko Meki Ura Nage)
Dp.pngK.png
Throw - - - - - - - - - - -

Normal version

Version Guard Cancel Properties Startup Active Recovery Total Invulnerability Hit Advantage Block Advantage Stun Guard Damage Damage
3rd Rekka - Arashi no Yama (Zoku Tenchi Gaeshi)
Dp.pngK.png
Throw - - - - - - - - - - -

Max Mode version

Combos

General notes:

meterless

(midscreen)

  • cr.B, hcb,f P

low link into command grab.

  • cl.B, dp K / hcb,f P
  • (j.X), dp.K / hcb,f P

command grab combo off of a jump-in. hcb,f P is prefered

  • (j.X), cl.C / cl.D, dp.K / hcb,f P

standard bnb combo. hcb,f P is prefered

  • (j.X), cl.C / cl.D, df.C, hcb,f P

requires either a very close cl.C/cl.D or a very good jump-in angle so df.C won't whiff.

  • (against airborne opponent) df.C, hcf A

anti-air combo with df.C

  • (against airborne opponent) df.C, qcb B, df.C, hcf A

requires a counter-hit df.C in order for it to work.

  • f.A, hcf C

if you ever happen to land f.A, daimon can do hcf C to add on abit of extra dmg as well as set-up his unblockable dp A (see notes below).

  • cr.D / CD / jp.CD, qcb B, hcf C

an alternate version of the combo above. adding qcb B gives you abit of extra meter gain as well as more consistency to landing hcf C (except CD and jp.CD at tip range), be aware that these options cause a soft KND.

with meter

(midscreen)

  • cr.B, hcbx2 P

low confirm into special. abit less confirmer than the meterless version but still fairly easy.

  • (j.X), cl.C / cl.D, hcbx2 P

for an eaiser time doing this, do (j.X), hcb+C, hcb+P.

  • (j.X), hcfx2 K~hcf K, hcf C

combo with other super. deals about the same dmg as he combo above. also never use the final follow-up, hcf C does more dmg

Strategy

Unblockable Dp A

if you've played daimon in KOF 98, you'll proabably be familiar with this. it's possible for daimon to set-up his Dp A after his hcb,f P and hcf C grabs in a situation where the opponent cannot block the dp A, making it fully guarented; however, doing it alone can be difficult as it needs to be done very accurately and wake-up speeds vary from character to character. this is where the set-ups come in play, By using various combinations of backdashes and special moves/supers, you can line-up your timming on the unbockable.

Also, note that while these setups are unblockable, certain attacks can allow some characters to escape the setups. Most notably command moves that use the df input (i.e kyo's df.D, daimon's df.C) and one frame command grabs that are used as reversal if daimon's is within throw range.

For more information on the unblockable dp A, see daimon's unblockable dp A page for KOF 98, although keep in mind that the set-ups listed on that page may not work in this game.

Unblockable dp+A timing after hcb,f+P

Kyo, Benimaru, Daimon, Leona, Shingo:

  • qcf+K, dp+C, dp+A

Ralf, Clark, Joe, Ryo:

  • qcf+K, qcf+K, dp+A

Kim:

  • qcb+B, CD, dp+A

Chang:

  • CD, dp+C, CD, dp+A

Choi:

  • qcb+B, qcf+K, dp+A

Terry, Yashiro:

  • qcb+B, ABC, dp+A

Andy, Shermie, Chizuru, Billy:

  • qcb+B, dp+C, dp+A

Athena:

  • qcf+K, ABC, dp+A

Kensou:

  • qcf+K, qcb+B, dp+A

Chin:

  • roll, roll, dp+A

Chris:

  • backdash, qcb+D, dp+A

Robert, Mary:

  • CD, qcb+D, dp+A

Yuri:

  • hcf+A, dp+A

Mai:

  • j+CD (as coming down), CD, dp+A

King:

  • dp+C, ABC, dp+A

Yamazaki:

  • qcf+K, st.D, dp+A

Iori:

  • short-jump, back-roll, dp A
  • CD, qcb+D, CD, dp+A

Unblockable dp+A timing after hcf+C

Kyo, Benimaru, Choi, Chin, King:

  • 2D, dp+A

Daimon:

  • B, dp+A

Leona:

  • backdash, dp+A

Ralf, Clark, Kim, terry, Athena, Ryo:

  • A, dp+A

Chang, Shermie, Billy:

  • ABC, dp+A

Terry, Joe, Kensou, Yashiro, Robert, Yamazaki, Shingo, Iori:

  • CD, dp+A

Andy:

  • D, dp+A

Chizuru:

  • dp+C, dp+A

Game Navigation

General
Controls
Notation
HUD
System
FAQ
Characters
Andy
Athena
Benimaru
Billy
Blue Mary
Chang
Chin
Chizuru
Choi
Chris
Clark
Daimon
Iori
Joe
Kensou
Kim
King
Kyo
Leona
Mai
Ralf
Robert
Ryo
Shermie
Shingo
Terry
Yamazaki
Yashiro
Yuri
EX/Boss Characters
EX Kyo
Orochi Chris
Orochi Shermie
Orochi Yashiro
Orochi Iori
Orochi Leona
Orochi