Throws:
Crucifixion Press - close ;bk or ;fd + ;c
Sliding Foot Takedown - close ;bk or ;fd + ;d
Command Normal:
Cranium Cruncher - ;df + ;c
Special Moves:
Minelayer - ;fd ;dn ;df + ;a/ + ;c for empty version
Super Ukemi - ;dn ;db ;bk + ;b or ;d
Cloud Tosser - ;bk ;db ;dn ;df ;fd + ;a
Stump Throw - ;bk ;db ;dn ;df ;fd + ;c
Earth Mover - ;fd ;df ;dn ;db ;bk ;fd + ;a or ;c
Supper Ohsotogari - ;fd ;dn ;df + ;b or ;d
Reverse Drop - ;fd ;df ;dn ;db ;bk ;fd + ;b or ;d (running grab)
Root Countermaneuver, ;dn ;df ;fd + ;b or ;d
Desperation Moves:
Heaven-to-Hell Drop (up close), ;fd ;df ;dn ;db ;bk x 2 + ;a or ;c
Stormy Mountain Uprooter (up close), ;bk ;db ;dn ;df ;fd x 2 + ;b or ;d
---> Super Stump Throw (during Stormy Mountain) ;bk ;db ;dn ;df ;fd + ;b or ;d
---> Super Earth Mover (during Stump Throw) ;fd ;dn ;df + ;b or ;d
Super Desperation Moves:
Heaven-to-Hell Drop (up close), ;fd ;df ;dn ;db ;bk x 2 + ;a + ;c
Stormy Mountain Uprooter (up close), ;bk ;db ;dn ;df ;fd x 2 + ;b +;d
---> Super Stump Throw (during Stormy Mountain) ;bk ;db ;dn ;df ;fd + ;b or ;d
---> Super Earth Mover (during Stump Throw) ;fd ;dn ;df + ;b or ;d
HSDM:
;fd ;df ;dn ;db ;bk x 2 + ;b + ;d first hit of ground pound needed to hit, will land at full screen
- cr.B, hcb f+P
- cr.A, df+C, hcbx2+P
- st.D, (BC run) st.C, df+C, hcbx2+AC
just a few for now
I'm starting to had a lot of less problems against daimon, but still, some advices to fight him?
2 weeks ago I always ended being punished with his command throws, now I'm learning to keep him away of my zone though
Daimon's dp+A can hit opponents out of Down/ roll recovery.
setup:
cr. D, qcb+B, dp+A
i know it maybe sound stupid but i just want to be sure
http://www.youtube.com/watch?v=Smz9nofzdSU&feature=player_profilepage#t=402s
maybe iori player was standing or ( that what i want to know) it's a glitch in Tougeki ver
Didn't they take that out in Tougeki? It was one of the glitches they removed.
what made me wonder that the match is new.. maybe from yesterday or last week
and i thought that the tougeki ver is 100% like the arcade one..(fixing ps2 bugs+ new bugs ;) )
http://www.youtube.com/watch?v=cHI1Tyg9CSQ&feature=player_profilepage#t=966s
>>
LOOOL (it's in the same match ) :)
http://www.youtube.com/watch?v=cHI1Tyg9CSQ&feature=player_profilepage#t=1004s
Tougeki was a bug-fix / balance-fix.
Not too many differences happened aside from the clear bug-fixes, anyways.
It obviously wasn't fixed in Tougeki, because Xbox 360's 2002UM uses Tougeki, and it still works.
how can i do the combo after 23:30
http://www.youtube.com/watch?feature=player_detailpage&v=CFGwCy0HBrw&list=PL8D97A5B3777C64DB#t=1412s (http://www.youtube.com/watch?feature=player_detailpage&v=CFGwCy0HBrw&list=PL8D97A5B3777C64DB#t=1412s)
This thread is mostly about Goro dp+A glitch, but there're a lot of questions and little answers. Come on guys, does anybody have the info on the subject? How to replicate it in a match?
I've found that Goro can start Dp+A loop after clD\clCxxBC, run, crDxxRoll... But ONLY if the opponent was hit standing.
The main question: how is it possible to do an unblockable earthquake after jCD or command throw, like in the videos above? Can you manually time it after a knockdown or it's a continuous move canceling thing?
Quote from: lawgamer on July 30, 2015, 03:38:36 PM
This thread is mostly about Goro dp+A glitch, but there're a lot of questions and little answers. Come on guys, does anybody have the info on the subject? How to replicate it in a match?
I've found that Goro can start Dp+A loop after clD\clCxxBC, run, crDxxRoll... But ONLY if the opponent was hit standing.
The main question: how is it possible to do an unblockable earthquake after jCD or command throw, like in the videos above? Can you manually time it after a knockdown or it's a continuous move canceling thing?
I'm guessing in the video the opponent didn't block low in time, or maybe it hit OTG before he had a chance. I will test that combo out in training mode because that is something I always wondered myself. I will let you know what I find.
Well timed dp+A's are unblockable on certain wakeups. I believe it used to be an engine bug present in older games but could be totally wrong. In UM it definitely is a feature though since the prerecorded combos makes use of them.
In BC mode do cr.D xx qcb/qcf+K, dp+A xx qcb/qcf+K, dp+A and so forth. Instead of dp+A you can also use MAX2.
cl.C > df+C > BC > run then st.D > qcb+K cancel to hcbx2+P or hcbx2+AC (must be fast)
Quote from: lawgamer on July 30, 2015, 03:38:36 PM
This thread is mostly about Goro dp+A glitch, but there're a lot of questions and little answers. Come on guys, does anybody have the info on the subject? How to replicate it in a match?
I've found that Goro can start Dp+A loop after clD\clCxxBC, run, crDxxRoll... But ONLY if the opponent was hit standing.
The main question: how is it possible to do an unblockable earthquake after jCD or command throw, like in the videos above? Can you manually time it after a knockdown or it's a continuous move canceling thing?
I just saw this message now...
Anyway it's jump CD, raw activate max, dp+C, (cancel to qcb+B dp+A) x N. It seems like doing the dp+C and having it max cancel into the qcb+B allows the combo to work.
Here it is:
https://www.youtube.com/watch?v=Hfoo3ul4fpQ (https://www.youtube.com/watch?v=Hfoo3ul4fpQ) 19:03 - 20:10
Goro Daimon's Hitboxes: https://drive.google.com/folderview?id=0B2WAxkcvfTKdWTNZVS1MOGczM28&usp=sharing (https://drive.google.com/folderview?id=0B2WAxkcvfTKdWTNZVS1MOGczM28&usp=sharing)
Please read this for more details: http://dreamcancel.com/forum/index.php?topic=425.msg73547#msg73547547#msg73547 (http://dreamcancel.com/forum/index.php?topic=425.msg73547#msg73547547#msg73547)