## General Info

Crouch height: High

Jump: 4/36/1

Hop: 4/27/1

Dash: 3/10~∞/3

Backdash: 3/18/3

Wakeup: 25 frames

Recovery roll: 26 frames

Stand | Crouch | Jump | Backdash | Grab | Run |
---|---|---|---|---|---|

### Colors

## Movelist

## Short Movelist

- df + C

- hcf + A
- hcf + C (May OTG.)

- dp + A ("Earthquake".)
- dp + C (Feint.)

- hcb f + P (Throw. 0 frame startup.)

- qcf + K (Counter: ground & non-low normals. Throw on trigger.)

- dp + K (Throw.)

- qcb + K (Dodge.)

- hcb f + K (Throw.)

- DM hcf hcf + K (Throw.)
- hcf + K (Only on hit.)
- dp + k (Only on hit.)

- hcf + K (Only on hit.)

- DM hcb hcb + P (Throw. 0 frame startup.)

- SDM hcf hcf + BD (Throw.)
- hcf + K (Only on hit.)
- dp + k (Only on hit.)

- hcf + K (Only on hit.)

- SDM hcb hcb + AC (Throw. 0 frame startup.)

- HSDM dp rdb + BC ("Earthquake".)

## Notes

### Cancellable moves

- Close: A, B, C, D
- Far: A, B
- Crouch: A, D

- CD is cancellable into specials and DMs.

- df + C is cancellable, but only on DMs.

### Super cancellable moves

(none)

### Free cancellable into moves

- dp + A
- dp + C
- qcf + K

### Free cancellable out-of moves

- df + C
- hcf + A (On block.)
- hcf + C (On block.)

### Moves with Invincibility

- dp + K (Full: startup.)
- qcb + K (Full: startup & active (1st part).)
- hcf + A (Upper: startup & active.)
- hcf + C (Lower: startup & active.)
- hcb f + K (Lower: "run".)
- DM hcf hcf + K (Full: startup (1st part).)
- SDM hcf hcf + BD (Full: startup (1st part).)
- HSDM dp rdp + BC (Full: startup (1st part).)

### Moves with autoguard

- DM hcf hcf + K (startup (last part, just after invincibility ends)).
- SDM hcf hcf + BD (startup (last part, just after invincibility ends)).
- HSDM dp rdb + BC (startup (middle, just after invincibility ends)).

### Other Notes

- C throw is a mashable hard knockdown.

- It is possible to set up unblockables off of C throw (see below).

- Unrolled D throw can lead to crossup setups.

## Combos

### Basic Combos

- cl.C / cl.D >
- df + C > (S)DM hcb hcb + P/AC (Point blank.) {1 stock/Max Mode + 1 stock}
- (S)DM hcb hcb + P/AC {1 stock/Max Mode + 1 stock}
**hcb f + P**- hcf + C

- cr.A / st.A
- df + C > (S)DM hcb hcb + P/AC (Point blank.) {1 stock/Max Mode + 1 stock}
- (S)DM hcb hcb + P/AC {1 stock/Max Mode + 1 stock}
**hcb f + P**- dp + K (Very close.)

- st.B >
- (S)DM hcb hcb + P/AC {1 stock/Max Mode + 1 stock}
- hcb f + P

- Opponent in air, df + C, run, st.D / hcf + A

- cr.D / df + C (Opponent in the air) / CD / j.CD, hcf + C (OTG.)

### Max Mode

- cl.C / cl.D >> BC, run, cl.C / cl.D > SDM hcb hcb + AC {3 stocks}

### Combos Notes

- cl.C / cl.D / cr.A / st.B > hcb f + C

This is one of Daimon's most important combos. It's easy to do and does decent damage, and many characters can be set up for an unblockable afterwards. hcb f + C is used instead of A, because there is a chance that hcb f + P can execute as hcf + P and you don't want to be whiffing an anti-air hcf + A.

Crouch A is used in the combo in case you couldn't get close enough to trigger the close C/D as opposed to the far C/D.

- cl.C / cl.D > hcf + C

The main reason you'd use this combo is if there is an unblockable setup after hcf + C and it doesn't exist for hcb f + P. Also, if Daimon is in the corner and does this combo, the opponent will go into the corner, with their back turned.

- Point blank: cr.A / cl.C / cl.D > df + C > DM hcb hcb + P

Difficult combo, particularly going from df + C to hcb hcb + P. Since Daimon doesn't have a qcb + P/hcb + P move, you can apply the shortcut hcb + C, df + C, hcb + P to perform this combo. It won't work after a jump attack (unless you are crossing up) and it will only work if you are really close to the opponent.

- cl.C / cl.D >> BC, run, cl.C / cl.D > SDM hcb hcb + AC

Does good damage though takes 3 stocks which may or may not be worth it depending on the situation.

- Opponent in air, df + C, run, st.D / hcf + A

Depending on the distance, you may not be able to run forward and land hcf + A in time, but if the df + C hits fairly close, then the damage and other benefits (hard knockdown with back turned) are better than using far D.

### Glitch/Bug Combos

- cl.C >> BC, run, cl.C / cr.A > hcb f + C, HSDM dp rdp + BC (unblockable setup)

If Daimon has an unblockable HSDM setup against the character he is fighting against and if they have a lot of health (preferably near full health), then this combo is advisable to do.

- Already in Max Mode & opponent in the air: df + C >> qcf + K, dp + A / HSDM dp rdp + BC

Daimon has a glitch that allows him to combo his earthquake moves after cancelling his df + C into a special move/super.

- Opponent in air & counterhit: df + C >> BC, run, df + C >> qcf + K, dp + A / HSDM dp rdp + BC

Just like the above combo, except the activation is during the combo, after the counterhit df + C. The problem is that if the initial df + C was not a counterhit, then the two stocks used for the max activation *may* have been for nothing.

- Opponent in air: df + C > DM hcf hcf K / DM hcb hcb + P, dp + A

This combo sets up the unblockable glitch without the initial maxmode activation. A shortcut can be used to make it easier - hcf df + C, hcf + K, dp + A.

## Unblockable glitch with dp + A

Daimon has a glitch involving his earthquake moves (both his dp + A and his dp rdp + BC HSDM), which allows him to "combo" into it from any move that knocks down, as long as you time it on the exact frame that the opponent gets up off the ground.

Every move has it's own amount of frames after Daimon has recovered from that move, until the frame comes up where the earthquake would be unblockable. Since every move has a certain amount of frames it takes to execute and recover, it is possible to whiff a sequence of moves (normals, special moves, supers, jumps, rolls, backdashes, maxmode activation) with no frame gaps in between, such that when the earthquake is executed, it ends up coming out on the exact frame needed.

Unfortunately, each character also has their own speed which they get up from a knockdown, so in order to master this unblockable glitch, you must memorize the sequence of special moves to whiff, after every knockdown attack, against every character.

Let's use Whip as an example. After landing the hcb f + P grab, if you immediately do a dp + K (as a reversal from the recovery of the hcb f + P), then dp + A immediately after recovering from the dp + K, the dp + A will be unblockable. If you did qcf + K instead of dp + K, it won't work out because dp + A executes too quickly.

Kim/Ryo/Mary/Mai/K9999:

- hcb f + P, super jump attack(as coming down), dp + A
- (already in maxmode) hcb f + P, hcb f + ABCD, HSDM

Clark/Kensou/May Lee/Vanessa:

- hcb f + P, jump attack(as coming down), dp + A
- hcb f + P, hcfx2+K, CD -> dp + A(useless, use the one above)

Kyo/Kusanagi/Vice/Daimon/Choi/Seth/Chang:

- hcb f + P, jump attack(when going up), dp + A

Iori/Leona:

- hcb f + P, CD, dp + A
- hcb f + P, qcf + K, CD -> dp + A
- (already in maxmode) hcb f + P, qcb + B, HSDM
- f + C(throw), hcfx2+K, dp + A

Mature:

- hcb f + P, super jump attack(when going up), dp + A
- hcbx2+P, dp + A

Benimaru:

- hcb f + P, qcb + B, CD -> dp + A
- (already in maxmode) hcb f + P, dp + K, HSDM
- hcf + P, qcf + K, dp + A
- (already in maxmode) hcfx2+BD hcf + K dp + K, qcf + K, dp + A

Whip:

- hcb f + P, dp + K, dp + A

Robert/Angel/Joe:

- hcb f + P, dp + K, dp + A
- (already in maxmode) qcf + K, HSDM

Athena:

- (already in maxmode) hcf + P, HSDM

Maxima:

- hcb f + P, hcb f + P, CD -> dp + A
- hcb f + P, hcfx2+K, hcfx2+K, dp + A(useless, just use above)
- hcf + P, qcb + B, dp + A
- hcf + P, roll, dp + A(use the qcb + B one though, easier and builds meter)
- (already in maxmode) hcfx2+BD hcf + K dp + K, qcb + B(or roll), dp + A
- qcf + K, BC, dp + A

Chin:

- hcf + P, hcb f + ABCD, dp + A(outside corner)
- hcf + P, hcfx2+K, dp + A(in corner)
- (already in maxmode) hcbx2+AC, dp + A
- (already in maxmode) hcfx2+BD hcf + K dp + K, hcfx2+K, dp + A

Terry

- hcb f + P, qcb + D, dp + A
- (already in maxmode) hcb f + P, qcf + K, HSDM
- dp + K, CD -> dp + A

Yashiro:

- hcb f + P, qcb + D, dp + A
- (already in maxmode) hcb f + P, qcf + K, HSDM

Chris:

- hcf + P, hcb f + ABCD, dp + A(outside corner)
- hcf + P, hcfx2+K, dp + A(in corner)
- (already in max) hcfx2+BD hcf + K dp + K, hcfx2+K, dp + A

Andy:

- dp + K, CD -> dp + A
- (already in maxmode) hcb f + P, dp + C, HSDM

Ramon:

- (already in maxmode) hcb f + P, hcb f + P, HSDM
- hcf + P, qcf + K, dp + A
- (already in maxmode) dp + K, HSDM
- (already in maxmode) hcfx2+BD hcf + K dp + K, qcf + K, dp + A

Kula/Yamazaki:

- hcb f + P, hcb f + P, dp + A
- hcf + P, CD -> dp + A
- (already in maxmode) hcfx2+BD hcf + K dp + K, CD -> dp + A

K'/Takuma:

- hcb f + P, backdash, CD -> dp + A
- hcb f + P, BC, HSDM
- hcb f + K, dp + A

Shermie/Billy:

- f + C(throw), qcf + K, dp + A
- hcf + P, BC, dp + A
- (already in maxmode) hcb f + P, hcb f + P, HSDM
- (already in maxmode) hcfx2+BD hcf + K dp + K, BC, dp + A

## Matchup Information

### Kula

- random hcbx2+AC SDM

Enter maxmode the moment she enters maxmode - when she executes the move, roll the projectile, then do his HSDM right before the super freeze part hits. If timed right, the autoguard will eat all the hits, and the ground pound will punish her recovery.

- hit by dp + C while on the ground

If Daimon is hit with her dp + C while he is on the ground, he can recovery roll and punish her before she can recover, by using any instant grab (hcb f + P or hcbx2+P/AC)

- blocking qcb + B from relatively close

From many distances (though not all), you can do an instant grab (hcb f + P or hcbx2+P/AC) after blocking her qcb + B and it will grab her whether she decides to followup with f + B/f + D or do no followup at all