Dream Cancel Forum
King of Fighters XIII => Character Discussion => Goro Daimon => Topic started by: nilcam on July 27, 2010, 02:58:51 AM
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(http://i1005.photobucket.com/albums/af171/dreamcancel/kofxiii/daimon.gif)
Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick
* = EX version possible
Throws
Okuriashi Harai - ;bk/ ;fd+ ;c/ ;d
Command Moves
Zujo Barai - ;df + ;c
Goro's old crouching swing upwards. It is a great for anti air and has a great hit box. It chains off a d.A and s.C and can be combo into his qcb+K, hcf+C, hcb~f+P command grab or his hcbx2+P DM. You can still do df.C (anti-air) cancel into qcb+K.
Special Moves
Choukemi - ;qcb + ;b / ;d *
Goro's command roll. This move eluded me for so many years until his 2k2UM version which made move cancelable mid roll. That's right, you can roll and if they jump immediately you can cancel into hcf+A or if they don't move you cancel into hcb~f+P, if they try to poke and you time it just outside their range, you probably can use his dp+K command throw. Only the B version is cancelable, D version seems to go farther, and the Ex version has invincibilty.
Jiraishin - ;dp + ;a / ;c *
Goro's earthquake. With two hands raised about his head, Goro slams the ground with great force and if the opponent is blocking up then he will fall to the ground (he must crouch or jump). The C version is his earthquake feint and the A version is the one that actuallly "connect". His Ex version is faster, can be canceled out of (so far it seems like only dp+K) when his hands slap the ground, and is an overhead.
Tenchigaeshi - ;hcb ;fd + ;a / ;c (close) *
Goro's trusty command throws. Goro picks up his opponent and slams him or her to one side, picks them up again and throw them back into the sky. The Ex version has GREAT range and allows a follow up juggle attack such as far D.
Osotogari - ;dp + ;b / ;d (close) *
Goro's command throw. Has one or two frames of invincibility but basically (much like Clark's dp+K Frankensteiner ) Goro performs a judo trip on his opponents; it'll catch you if you don't escape. This move is DC'able into hcf+C. Great move to cancel into after his command roll.
Kumotsukaminage - ;hcf + ;a *
Goro's standard anti-air. Reaching into the sky with one hand outstretched. Used well with predicted jumps (due to it's slow startup you have to use it pre-emptively) and in conjunction with Earthquake Feints (dp+C) on wakeups (Opponents tend to jump and so you do hcf+A to snatch them out of the air.
Kirikabugaeshi - ;hcf + ;c
Goro reaches and attacks the ground with one hand. Relatively slow attack, however if you sweep your opponent and they do not tech roll, you get a free OTG hit. Combos off a d.A, df.C chain.
Desperation Moves
Jigoku Gokurakuotoshi - ;hcb x2 ;a / ;c (close) *
Goro's standard command throw DM from iterations. Picks up the opponent, slams them from side to side violently several times before throwing them into the sky. Ex has increased range so he can combo s.A, d.B, Ex DM.
Neomax
Kyouten Douchi - ;qcf ;qcf ;a ;c (counter)
Goro's counter move DM, raises his hand like he's doing Earthquake. If any physical attack hits Goro during this time he'll throw them into the sky and slam the ground like his Earthquake. If used as a MaxCancel he'll just do the second part and slam the ground.
Goro's Wiki entry (http://dreamcancel.com/wiki/index.php?title=Goro_Daimon_(XIII)).
Console changes:
- Crouching C’s recovery time has been reduced.
- Kirikabugaeshi’s (qcf+C) recovery time on a whiff has been reduced. Doesn’t cause a knockback when blocked.
* EX Chou Ukemi (qcb+BD) can be canceled with a special or a super. Meaning that Goro can go straight into a throw from his invincible roll.
* Kirikabugaeshi (hcf+C) and Kumotsukaminage (hcf+A) can be drive canceled.
* A super cancel version of Jigoku-Gokurakuotoshi (hcb*2+ P) has been added to the game.
* EX Chou Oosotogari’s (dp+BD) recovery time on a whiff has been reduced.
Producer Yamamoto says:
As a judo fighter, we’ve strengthened his grab attacks. You need to super cancel, but he can combo his Jigoku-Gokurakuotoshi from all sorts of grab attacks. He can even do HD combos with just grab attacks, so please try them out.
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EDIT: Moved to the top, thanks.
Technical Reference
http://www.youtube.com/watch?v=EXurbPgzWek#t=4m12s
Notes on the Technical Reference by me
EDIT: additional notes by Kane317
Daimon
- Chou Oosotogari (dp+K) is the same, EX version is faster so it allows follow-ups
- Kumo Tsukami Nage (hcf+A) is the same except it doesn't work on big characters now? (It still does) the EX does though so that's good, it also has upper body invincibility.
- Jiraishin (dp+P) is the same, the EX version has knockdown when in close range and is an overhead that can be drive canceled into his dp+K.
- Chou Ukemi Moattane (qcb+K) is the same, the EX version has invincible start-up. B version is cancelable and is incredibly useful a la '02UM. Arcadia tips you to try s.C, df.C, HCB+B --> f+P (performs his hcb~f+P). Canceling hcb+B into dp+K is a whole lot of fun on unsuspecting opponents. If they wise up and jump cancel the hcb+B into hcf+A. Beware of low pokes though.
- Kirikabu Kaeshi (hcf+C) is the same, the EX version is quicker which will be useful after empty jump-ins and what not (there is no EX hcf+C due to the Ex hcf+A overlap)
- Jigoku Gokuraku Otoshi (hcfx2+P) is the same, the EX version has a wider hitbox which makes it easier to combo into after normals
- His DC/SC seem pretty unique with all the hcf's and stuff
- His neomax Kyoutendouchi (qcfx2+AC) has a lot of potential but you'll have to combo into it because of the slow start-up. It is a counter NeoMax by itself :)
-s.B, df+C works now
-Hyper hop B or C work well as a crossup
-Close up Hyper hop C works as insta-overhead a la Leona.
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man Goro sounds fun as hell... cancellable qcb.K??? O_O... man i never played 2k2um... but used that shit like crazy in 97 cause of invincibility... maaaaan that is AWESOME... random shit > roll > mix-up??? count ME in... i will trade invincibility for a FREE mix-up ANY DAY... *granted dp.K has full invincibility to attacks this is gonna PWN* :D
man Goro is gonna be a bitch to deal with...
far s.A is back... far s.D looks good as always... d/f.C goodness... jumb B/C cross-up!!! hop C instant overhead!!! *i guess that replaces old hop D???* massive range on EX throws... *sorry Clark... seems w/e u can do Goro can do better ...and this time around just like 97/98 u got outdone AGAIN*
a few notes on Goro...
- i read somewhere that his *kof97* combo is back... that he can again do AA d/f.C xx qcb.B >>> hcf.A or dp.A... which can also work as the regular follow-up to EX hcb~f.A+C grab... *no point to EVER use his regular DM again besides EX version*
- also he should be able to land hcb~f.C xx NeoMax...!!!
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Wall of text critical hits you for 751,689,119 damage!
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does it allow 97 shingo style follow-ups? lol...
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EDIT: For readability's sake -Kane317
Goro sounds fun as hell, he has a cancellable qcb.K? O_O I never played 2k2um but I did use that shit like crazy in 97 cause of invincibility and I will trade invincibility for a FREE mix-up ANY DAY. (*granted dp.K has full invincibility to attacks this is gonna PWN* :D) Random shit > roll > mix-up, count ME in.
Goro is gonna be a bitch to deal with...
Far s.A is back, far s.D looks good as always, d/f.C goodness, jumb B/C cross-up and hop C is an instant overhead (*i guess that replaces old hop D???*)! Massive range on EX throws, *sorry Clark, seems w/e u can do Goro can do better (and this time around just like 97/98 u got outdone AGAIN*).
A few notes on Goro...
- I read somewhere that his *kof97* combo is back; he can again do AA d/f.C xx qcb.B >>> hcf.A or dp.A. Which can also work as the regular follow-up to EX hcb~f.A+C grab. *no point to EVER use his regular DM again besides EX version*
- also he should be able to land hcb~f.C xx NeoMax...!!!
I hate being the grammar police, but I want to keep this forum nice and clean (which includes readability). It takes a second more to type in real sentences instead of a billion ellipses and the readers appreciate it much better (otherwise they don't like reading posts like that anyways, so it's pointless) --Nothing personal.
As for his follow ups after his Ex hcb~f+P throw, I managed to only do his s.D in the middle of the screen but apparently in the corner you can do three (3!) df.Cs before a hcf+A =)
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ok my bad i guess... i just have a habit of typing like that... and the "..." is my "period" ...again that's just how i type on forums... *let me try to be proper ...lol*
So after Goro's Ex hcb~f+P throw at mid-screen, you could only land a s.D? That's stupid... Maybe you could try running to cover the distance? He does throw them up pretty high... I think ex throw > run > meaty d/f.C should connect...
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So after Goro's Ex hcb~f+P throw at mid-screen, you could only land a s.D? That's stupid... Maybe you could try running to cover the distance? He does throw them up pretty high... I think ex throw > run > meaty d/f.C should connect...
Urm...
As for his follow ups after his Ex hcb~f+P throw, I managed to only do his s.D in the middle of the screen but apparently in the corner you can do three (3!) df.Cs before a hcf+A =)
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i meant maybe at least 1 d/f.C will connect mid-screen somehow... otherwise it's useless besides the corner...
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I'll do some more testing with him this week.
EDIT: Got the three df.Cs to connect in the corner after his Ex hcb~f+P throw, the first df.C needs to connect low and the rest is easy, the hcf+A at the end isn't even cancelled into. Combined with his Counter NeoMax, and his qcb+B shenanigans, he's going to be fun this year to play with.
EDIT2: Notice how Goro has Clark's d.B into command grab link (non-canceled) shown here (http://www.youtube.com/watch?v=Q-tdrBRiosU#t=8m00s).
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ive seen a few times that Goro can hit with an air attack so that the opponent bounces off the wall.
it happens at 0.50 in this video. what are the conditions for that to happen ???
( it looks like a jumping C that hits as a counterhit.)
http://www.youtube.com/watch?v=Q-tdrBRiosU&feature=related (http://www.youtube.com/watch?v=Q-tdrBRiosU&feature=related)
and can more charachters do this ?
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ive seen a few times that Goro can hit with an air attack so that the opponent bounces off the wall.
it happens at 0.50 in this video. what are the conditions for that to happen ???
( it looks like a jumping C that hits as a counterhit.)
http://www.youtube.com/watch?v=Q-tdrBRiosU&feature=related (http://www.youtube.com/watch?v=Q-tdrBRiosU&feature=related)
and can more charachters do this ?
That's Goro's old j.CD counter wire. His j.CD has wire damage properties only on counter (hence the term), it'll bounce you off the wall. I know that Shen has counter wire on his qcf x2+P DM, Maxima on his qcb+P and I think there are a few others as well.
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his just owns though... i bet he gets free d/f.C xx hcf.A off of it...
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his just owns though... i bet he gets free d/f.C xx hcf.A off of it...
Yes you can apparently, I couldn't get it to work but maybe my df.C wasn't deep enough after the counter wire, I know Oogosho managed to do it here (http://www.youtube.com/watch?v=JiF7YBDle14#t=0m13)
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KOFXIII character combo Goro (http://www.youtube.com/watch?v=5ix2yR1lzZw) Renamed -Kane317
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few questions:
- can tenchigaeshi (hcb,f+A/C) still be shortcut'd by doing ;dn ;db ;bk ;fd ;a/ ;c ?
- is there any invincibility on EX jiraishin (dp+A/C)? i.e. is it good for reversals?
- kumotsukaminage (hcf+A) used to work on most standing characters in XII (i compiled a list somewhere on the ON forums about who it did and didn't work on). does this still apply?
- does kirikabugaeshi (hcf+C) still have autoguard? i didn't see it mentioned anywhere here (i am known to be pretty blind and i'm infamous for skimming anyway).
most of these i could probably test for myself since i'm now located near an actual machine, though i thought i'd point out some questions to those who might know off hand, for those who don't have access to the game. either way, if i have time to test these this upcoming week, i'll update or post again.
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few questions:
- can tenchigaeshi (hcb,f+A/C) still be shortcut'd by doing ;dn ;db ;bk ;fd ;a/ ;c ?
The XII-only shortcut has been removed, weird.
- is there any invincibility on EX jiraishin (dp+A/C)? i.e. is it good for reversals?
It doesn't seem like it, but it is an overhead up close which can be drive cancelled out of. It is a fast move so, yes. (Don't forget his Ex bug).
- kumotsukaminage (hcf+A) used to work on most standing characters in XII (i compiled a list somewhere on the ON forums about who it did and didn't work on). does this still apply?
Sure does.
- does kirikabugaeshi (hcf+C) still have autoguard? i didn't see it mentioned anywhere here (i am known to be pretty blind and i'm infamous for skimming anyway).
Nope, took it out.
most of these i could probably test for myself since i'm now located near an actual machine, though i thought i'd point out some questions to those who might know off hand, for those who don't have access to the game. either way, if i have time to test these this upcoming week, i'll update or post again.
Glad you're participating, I hope to see you around AI more often. Come at nights, that's when most of the regulars show up.
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thanks for the quick reply. and no more autoguard on kirikabugaeshi? :(
gonna try to get out to AI twice this week.
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thanks for the quick reply. and no more autoguard on kirikabugaeshi? :(
gonna try to get out to AI twice this week.
OT: Try to leave a note here (http://dreamcancel.com/forum/index.php?topic=88.180) when you do go.
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last time i tried this big guy on training, but beside the normal/standard combos i couldnt come up with anything else (i didnt know the command for the NM back then).
any good vids of a daimon player? i ve never seen anybody using him :(
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last time i tried this big guy on training, but beside the normal/standard combos i couldnt come up with anything else (i didnt know the command for the NM back then).
any good vids of a daimon player? i ve never seen anybody using him :(
He's used a lot during the Pre-patch KCE videos, EX Jiraishin bug ad infinitum.
I'll look for some vids when I get the time.
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last time i tried this big guy on training, but beside the normal/standard combos i couldnt come up with anything else (i didnt know the command for the NM back then).
any good vids of a daimon player? i ve never seen anybody using him :(
Nothing really. When I get him on random there's only couple of things I like to do when messing around with him
a) s.A x2, s.B, hcb~f+P <---I dunno, that combo is so fun and satisfying to me.
b) Ex command throw hcb~f+AC in the corner into the three df.Cs (first one needs to be low) then hcf+A
c) Mess around with his counter NM
d) his Ex dp+P overhead (close only?)
e) try to get off his s.C, df.C, hcb+B ~ f+C (does qcb+B quickly into hcb~f+C).
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last time i tried this big guy on training, but beside the normal/standard combos i couldnt come up with anything else (i didnt know the command for the NM back then).
any good vids of a daimon player? i ve never seen anybody using him :(
It really feels like pure grapplers (Clark/Daimon) don't have much of a place in the new system (Raiden is more of a hybrid so he doesn't really count).
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last time i tried this big guy on training, but beside the normal/standard combos i couldnt come up with anything else (i didnt know the command for the NM back then).
any good vids of a daimon player? i ve never seen anybody using him :(
It really feels like pure grapplers (Clark/Daimon) don't have much of a place in the new system (Raiden is more of a hybrid so he doesn't really count).
I know what u mean but, for ex, Clark can get a ,almost, 900 combo (at least it was what i got last time).. but daimon... dunno lol
thx kane!
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it just means they take some actual skill to use now, which is great imo. ralph was another braindead character and he looks so fun to use in this one. im glad easy mode chang&choi are gone. hopefully we wont see them again (now if they got rid of lizzy as well it would be pretty much perfect).
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In Nilcam earlier note Ex ;fd ;dn ;df could only connect (so far it seems like only dp+K) couldn't you be able to connect
;bk ;db ;dn ;df ;fd ;c and cancel for an Ex ;fd ;dn ;df and repeat
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In Nilcam earlier note Ex ;fd ;dn ;df could only connect (so far it seems like only dp+K) couldn't you be able to connect
;bk ;db ;dn ;df ;fd ;c and cancel for an Ex ;fd ;dn ;df and repeat
You can't cancel hcf+C into anything, the combo ends there.
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was it the ex ;fd ;df ;dn ;db ;bk ;fd ;a ;c that aloowed you to juggle on with 3 ;df ;c's? i guess this isnt possible when you opoonent isnt in the corner? like doing a ;dn ;db ;bk roll or normal roll or dash into ;df ;c?
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was it the ex ;fd ;df ;dn ;db ;bk ;fd ;a ;c that aloowed you to juggle on with 3 ;df ;c's? i guess this isnt possible when you opoonent isnt in the corner? like doing a ;dn ;db ;bk roll or normal roll or dash into ;df ;c?
Yes, you can juggle after that EX command throw. If it's non corner you can only do 1 df. C. If you try to cancel it to roll they'll already be on the ground. The reason you can do 3 in the corner is because you do them consecutively with no gaps in between.
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damn, would have been soo sexy if you could do it not being in the corner. like ex throw, ;df ;c, roll, ;bk ;db ;dn ;df ;fd ;a, ;bk ;db ;dn ;df ;fd ;c or some shit.
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damn, would have been soo sexy if you could do it not being in the corner. like ex throw, ;df ;c, roll, ;bk ;db ;dn ;df ;fd ;a, ;bk ;db ;dn ;df ;fd ;c or some shit.
Actually now that I think about it, it might work because his qcb+K is cancellable. We'd have to test it out.
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damn, would have been soo sexy if you could do it not being in the corner. like ex throw, ;df ;c, roll, ;bk ;db ;dn ;df ;fd ;a, ;bk ;db ;dn ;df ;fd ;c or some shit.
Tried that when I first tried using him months ago, doesn't work. The hcf+A will miss.
Actually now that I think about it, it might work because his qcb+K is cancellable. We'd have to test it out.
Specifically his qcb+B only cancels.
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ive seen him juggle with ex ;bk ;db ;dn ;df ;fd ;a ;c after that same combo in the corner.so maybe when your not in a corner it might catch them as well?
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No Gauge
- st.C, df+C, qcb+K, hcb f+P
- j.C, st.B, dp+K
1 Gauge
- (cross-up) j.B, st.Ax2, st.B, hcb f+AC
Corner
- (cross-up) j.B, st.Ax2, st.B, hcb f+AC, df+C, hcf+A
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Corner
- (cross-up) j.B, st.Ax2, st.B, hcb f+AC, df+C, hcf+A
would his neomax work as an otg after this combo.
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His Neomax is now a counter
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I used to think Goro was near the bottom of the game's tier list. Taking away the auto-guard on his hcf+P moves seems almost unfair. Especially when SNK was so generous to Maxima. Also, his drive cancel, super cancel and HD combos are generally pointless, except for allowing him to combo into his NM.
But his NM is just too awesome. Is its startup instant? It seems like it. And it's so hard to notice until it's too late. It's enough to keep Goro terrifying.
The best way to play him seems to be to keep 3 gauges and 100% drive ready at all times. Just sit on it. If your opponent isn't paying attention, you can pretty easily counter any jump in on reaction. Once your opponent is afraid of your NM (as they should be), you need to just pick them apart with Goro's excellent normals, earthquake and, of course, his normal grabs.
To me, this seems like the most threatening kind of Goro.
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agreed, goro shouldn't rely on dc but dm bars. i think hed make a great 2nd or 3rd char.
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Would anyone care to put the videos where Goro was beasting from the video thread up here?? I didn't go through all the vids to find it
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There's some Decent Goro play in this vid: http://www.youtube.com/watch?v=jLuH62n-gko
But as of the 3rd battle, the Goro player joins the K' side :(
This vid brought up a question: Can Goro stikk land hcf ;c after a strong knockdown in this game? This guy never seems to attempt it after either a jumping CD, or a sweep, and if it DOES still work, he misses a lot of damage due to not using it...
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There's some Decent Goro play in this vid: http://www.youtube.com/watch?v=jLuH62n-gko
But as of the 3rd battle, the Goro player joins the K' side :(
This vid brought up a question: Can Goro still land hcf ;c after a strong knockdown in this game? This guy never seems to attempt it after either a jumping CD, or a sweep, and if it DOES still work, he misses a lot of damage due to not using it...
Yes you can hcf+C OTG after knockdown like j.CD, sweep etc... After a sweep is risky as they can tech roll and punished your now whiffed hcf+C instead.
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His Neomax is now a counter
so its a counter that hits them even if they dont attack you? something like lizzys NM.
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His Neomax is now a counter
so its a counter that hits them even if they dont attack you? something like lizzys NM.
Only when Max Canceled. Just like in XI, comboing into a counter DM from another DM changes the moves' properties.
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Yes you can hcf+C OTG after knockdown like j.CD, sweep etc... After a sweep is risky as they can tech roll and punished your now whiffed hcf+C instead.
-nod- Good point on the Tech roll, I guess that just gives a 50/50 mixup between waiting for the roll for another throw, or going directly onto the OTG throw, off the sweep. And I believe it was the Tech Refs that showed him able to combo Osotogari (DP throw), DC into Kirikabugaeshi (hcf ;c).
I forget it the Overhead EX Jiraishin produces untechable knockdown or not (since noone has used it since the loss of the EX Bug...), but I'd assume he can land Kirakabugeshi after that, as well. Just seems like so much that we DON'T get to see him do, like Rex Dart's mention of his incredibly potent counter.
so its a counter that hits them even if they dont attack you? something like lizzys NM.
Only when Max Canceled. Just like in XI, comboing into a counter DM from another DM changes the moves' properties.
Really wish Capcom would have adapted this ideal, too. It's great to have a counter work offensively (When comboed into) and defensively (on it's own). I really enjoyed doing this with Kasumi in XI, and every time I'd see Fei Long or Cammy loose the ability to combo into Ultra with their U2's, it'd make me enjoy SNK's style of counters SDM / LDM / NM that much more...
I've never really been a Goro player, but the lack of seeing people take full advantage of him does make me wanna see how he feels in XIII. And with the lack of Shermie and B.Mary, I wouldn't mind having another grappler to compliment Maxima and Vice...
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you know what sucks about cammy and feis counters? level 3 focus and moves that have armour breaking properties like a tatsu will break that fucking counter. now THAT sucks way more ass than anything else ive seen in sf counter moves. also dying with dudley when you do get the counter or ex counter sucks too.
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Been too long since this guy has seen some love in here. According to The ON Show 20 (http://www.elive.pro/en/watch/ovfcTgxg4bol), Goro's trial mode for the console is shown (20m-22min mark). Interestingly, it appears he *may* have a new [SC] otherwise I can't figure out how it's done: j.C, s.C, df.C, [HD], s.C, df.C, Ex hcb~f+AC, hcf A, qcb B, hcf C, [SC?] hcb x2+P DM, [MC] qcf x2+AC.
So unless the hcf+C has some new properties that make him do something entirely different (crumple maybe?), then it's safe to assume you can [SC] off of it into his DM.
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I wonder about such an addition for Clark too, like maybe if he can SC out of flashing elbow. Yuri and Shen benefiting from SC'able throws only, and not having the grapplers able to do it, makes little sense. Even Athena and Elisabeth get throw buffs with their improved (Ex) Teleport -> Command throw games.
I wonder how this will effect DLC characters too, however. Iori WTPOF's w/ SC'able Scumgale and/or Kotosuki In? NEST Kyo with SC after rekka-ender Kotosuki You?
I'm just glad it appears to be system-wide, though I doubt Vice will get anything out of it :(
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That sounds like a great addition gameplay-wise, although I can't quite picture hcf+C (SC) DM not looking a little off. Would the cancel point be during the start-up of the move? Or would it be the exact moment Goro slams the opponent to the ground? Since the opponent switches sides during hcf+C, that would mean the input would look something like hcf + C, hcf x 2 + C. Which would make it a pretty easy hit-confirm.
@SAB-CA: If I was SNK, I'd give Clark an EX Flashing Elbow that picked the opponent up off the ground, allowing for an extended combo. Similar to what he had in MI2 / MIRA. Also, Vice should be able to DC her grab into her dp+P.
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@SAB-CA: If I was SNK, I'd give Clark an EX Flashing Elbow that picked the opponent up off the ground, allowing for an extended combo. Similar to what he had in MI2 / MIRA. Also, Vice should be able to DC her grab into her dp+P.
Both great ideas; The EX Elbow kinda reminds me of Ramon, as well. Maxima also already has the "Extended combos off an EX throw" option already, so it's within the games understanding, as well.
I really wish I could land Overkill after Gorefest with Vice, though Splash would also be great. Always suprised EX Decide doesn't work after it, either; the only situation an "Anywhere Juggle" doesn't work, lol. Would be nice if you could juggle after the EX version, actually...
BTW, to keep this centered on Goro, does anyone know if he can do THIS:
http://youtu.be/ZXtHM4ZI8ko?t=18m12s (http://youtu.be/ZXtHM4ZI8ko?t=18m12s)
or something like that in XIII? Because that was scary, but incredibly cool, lol.
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@SAB-CA: If I was SNK, I'd give Clark an EX Flashing Elbow that picked the opponent up off the ground, allowing for an extended combo. Similar to what he had in MI2 / MIRA. Also, Vice should be able to DC her grab into her dp+P.
Both great ideas; The EX Elbow kinda reminds me of Ramon, as well. Maxima also already has the "Extended combos off an EX throw" option already, so it's within the games understanding, as well.
I really wish I could land Overkill after Gorefest with Vice, though Splash would also be great. Always suprised EX Decide doesn't work after it, either; the only situation an "Anywhere Juggle" doesn't work, lol. Would be nice if you could juggle after the EX version, actually...
BTW, to keep this centered on Goro, does anyone know if he can do THIS:
http://youtu.be/ZXtHM4ZI8ko?t=18m12s (http://youtu.be/ZXtHM4ZI8ko?t=18m12s)
or something like that in XIII? Because that was scary, but incredibly cool, lol.
By giving Clark an option for a continuation combo after elbow would be SIMPLY overpowering, Vice is still Viable with 1 meter and 1 drive to take 30 + that can get BS setups thorough her EX whip after a poke out of the air. Goro shouldn't have an easy combo like that as shown in the vid. Instead they should have given Goro from 2k2um (console version) roll cancel into is DP+k. Now that would make him fairly viable since not many use Goro in the first place. high risk = real reward.
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So, everyone has seen the video of Daimon's buffs. We all know he's better. At Paris Manga, Hokuto Youseff used him and wrote up some of his observations on MaxMode (emphasis added):
New stuff:
-Super Cancel on his special Grab: DP K [SC] Super, hcf C [SC] Super, hcf A [SC] Super
-qcb B fee cancelable: with this trick you can do some crazy things with Daimon: It allow you to move much more faster, and to some combos never done before, or… For example, anywhere in the stage, you can jump CD and catch the oponent on the ground with hcf C (and super if one dc + 1 super meter in stock) You just have to jump CD (impossible to quick recover) dash a little bit, qcb B cancel into hcf C.
You can juggle after ex command grab (hcb f C) anywhere in the stage: hcb f A+C, qcb B cancel into hcf A (super cancel possible)!
And my favorite d/f C (anti air) cancel into qcb B (98 style!!!) then hcf A (you understand what)
His 10th mission: jump C, C, df C [BC] C, df C hcb f A+C df C hcf A [DC] qcb B, hcf C, super lv1, Max Cancel. Not that difficult to do and using very well Daimon’s new buff.
Sounds pretty incredible to me. Really want to see that last combo.
(Credit to Orochinagi for re-posting it.)
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Sounds like Goro finally figured out he was in XIII, and not XII! He had some nice superarmor in XII, and some of the best grapple range, but had most of this changed or diminished in XIII.
Glad to hear a jumping CD can turn into an OTG throw Anywhere; never understood why it hasn't always been that way, lol. I'd always see that hard knockdown, and wonder why noone went for it.
He should also get increased utility out of his EX Jiraishin too though, right? Or did it not have hard knockdown? EX Overhead into OTG into Supercancel could be quite nice, if it's all work...
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-Super Cancel on his special Grab: DP K [SC] Super, hcf C [SC] Super, hcf A [SC] Super
-qcb B fee cancelable: with this trick you can do some crazy things with Daimon: It allow you to move much more faster, and to some combos never done before, or… For example, anywhere in the stage, you can jump CD and catch the oponent on the ground with hcf C (and super if one dc + 1 super meter in stock) You just have to jump CD (impossible to quick recover) dash a little bit, qcb B cancel into hcf C.
You can juggle after ex command grab (hcb f C) anywhere in the stage: hcb f A+C, qcb B cancel into hcf A (super cancel possible)!
And my favorite d/f C (anti air) cancel into qcb B (98 style!!!) then hcf A (you understand what)
holy shit... talk about a "grappler"... thank god for all these changes... man these are crazy changes...
- any time goro hits/grabs you, super cancel... nice damage potential there...
- anti-air d/f+C > 97/98 combo... now we are talking "again"...
- spamming jump C+D? i sure am going to... *just hope hop C+D works too*
man and on top of that, he can actually do HD combos now... *hcf+C xx qcb+B loop?* he's just gonna throw you all over the stage and make you watch in HD... lol... this is good enough to change my team around Clark, Goro, Ralf... pretty much my 97 team... just clark+goro+ o.yashiro/beni/robert/iori...
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in the arcade version i thought clark, mai and goro suckedthe most out of all the characters. mai is better but still boring, clark got interresting again, and goro, man fucking goro. the guy has become a fucking beast, funny because i was wanting to do some of those combos in xiii but they where not possible. now theyve actually made goro the way i wanted him to be for xiii and its just too fucking sick. raiden doesnt seem to be THAT grapples anymore, goro took the position away from him.
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First page has been updated with console changes.
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- Crouching C’s recovery time has been reduced.
- Kirikabugaeshi’s (qcf+C) recovery time on a whiff has been reduced. Doesn’t cause a knockback when blocked.
* EX Chou Ukemi (qcb+BD) can be canceled with a special or a super. Meaning that Goro can go straight into a throw from his invincible roll.
* Kirikabugaeshi (hcf+C) and Kumotsukaminage (hcf+A) can be drive canceled.
* A super cancel version of Jigoku-Gokurakuotoshi (hcb*2+ P) has been added to the game.
* EX Chou Oosotogari’s (dp+BD) recovery time on a whiff has been reduced.
Producer Yamamoto says:
As a judo fighter, we’ve strengthened his grab attacks. You need to super cancel, but he can combo his Jigoku-Gokurakuotoshi from all sorts of grab attacks. He can even do HD combos with just grab attacks, so please try them out.
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On this cast you can see the many possibilities of Goro on KOFXIII with the console changes :
http://www.elive.pro/en/watch/40bBoV00C2yV (http://www.elive.pro/en/watch/40bBoV00C2yV)
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His changes are epic. I will be picking him back up again. Re-establish my Clark/Vice/Goro team.
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Goro seems so sick, he can supercancel 3 of his grabs. Grab confiriming into super lol.
Edit: I guess technically hcf+C isnt a grab, but its all the same.
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Don't get grabbed, EVER!!!
O_O
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What are his best AA's? It looks like crHP and stHK but I'm curious if one's better than the other.
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s.D is good... d/f+C is amazing again thanks to you being able to do 97/98 combo from it... and you can super cancel on top of it...
having way too much fun with console Goro... he is soo scary when he has meter... it's hilarious to troll people in HD mode while you have 3 meter...
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He seems to have weird mobility. Getting in is sometimes tricky. I think alot of his game is gonna revolve around his ex roll?
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Goro is more like a wall... he has a grab for each situation... and he has very good normals... just be patient... his j.C+D is awesome... s.B xx hcb~f.C gives the grab crazy reach... EX ground pound is scary *Goro with meter is scary as shit in general* hop D is nearly an instant overhead... and yes, EX roll lets you avoid anything and attempt a grab from half screen away... it feels good to be playing Goro in XIII... :D
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A few questions, apologies if they've been asked:
How do you pull off his Kara Throw?
What is the point of his QCB+Kick roll and by extension EX roll, and how is it better than AB rolling?
Any good practical combos? I've seen one (non-neomax) where he was able to pull off three QCF+C throws in a row.
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A few questions, apologies if they've been asked:
How do you pull off his Kara Throw?
What is the point of his QCB+Kick roll and by extension EX roll, and how is it better than AB rolling?
Any good practical combos? I've seen one (non-neomax) where he was able to pull off three QCF+C throws in a row.
People don't really use Kara throw in kof much as it's not that useful in most cases.
The point of his qcb+K is that it doesn't roll pass the opponent. B version is cancellable but has no invincibility, so you can do something like s.B cancel to qcb+B cancel to dp+K. D version has invincibility but can't be cancelled so it's very circumstancial. EX version is invincible and cancellable.
Practical combo is just
j.D > C > df+C > hcb,f+P
j.D > C > df+C > hcb,f+AC
-midscreen dash df+C > hcf+A
-corner df+C x3 > hcf+A
-if you have meter, super cancel after hcf+A
You can replace C > df+C with s.A, s.A, s.B
Another useful combos include j.CD with opponent near corner, then hcf+C and super cancel if you have meter.
Most of the time you'll be landing dp+K, super cancel as your main source of damage.
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I'd still like to know his Kara-Throw. I play 3S, I have to know ;)
Appreciate the info.
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What is the point of his QCB+Kick roll ?
s.C, df.C, hcb B, hcb+P --> makes it a whole lot easier.
and by extension
s.C, df.C, hcb B, f+P
s.C, df.C, hcb B, f+K
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Goro is a BEAST...
- j.D, s.C, d/f+C, qcb+B, hcf+A, DC, DM = 468 dmg
- j.D, s.C, d/f+C, qcb+B, hcf+A, DC, EX DM = 571 dmg
Both work MID-SCREEN and against EVERYONE...
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Goro is a BEAST...
- j.D, s.C, d/f+C, qcb+B, hcf+A, DC, DM = 468 dmg
- j.D, s.C, d/f+C, qcb+B, hcf+A, DC, EX DM = 571 dmg
Both work MID-SCREEN and against EVERYONE...
Does his dp+K doe more damage than hcf+A?
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NVM... Goro is OP... lol... ok the "qcb+B~dp+B" timing is a lot tighter than "qcb+B, hcf+A" but...
- j.D, s.C, d/f+C, qcb+B, dp+B, DC, DM = 503 dmg
- j.D, s.C, d/f+C, qcb+B, dp+B, DC, EX DM = 607 dmg
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NVM... Goro is OP... lol... ok the "qcb+B~dp+B" timing is a lot tighter than "qcb+B, hcf+A" but...
See above. You can do j.D, s.C, df.C, hcb B (does qcb B)~f+K (does dp+K), [SC] DM. Problem solved.
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Goro is a BEAST...
More damage & combos than old games (consider vanila 98 out of this) but i feel he is has short reach in some of his normals (fd+C..stC) and dp+c..
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Goro is a BEAST...
More damage & combos than old games (consider vanila 98 out of this) put i feel he is has short reach in some of his normals (fd+C..stC) and dp+c..
Yeah, his really limited reach is a disadvantage indeed...in OG 98 his reach was one of the main reason why he was so good. His s.B had an really far reach and was a great poke. His s.A was great for stopping hops and for just zoning in that area too. So, yeah I wish they could have extended his normals a bit in this game.
Also, I've made a few edits to his wiki, but he's needs more details in the normals section and some other areas. If anyone wants to help, just post up a submission. http://dreamcancel.com/wiki/index.php?title=Goro_Daimon_(XIII) (http://dreamcancel.com/wiki/index.php?title=Goro_Daimon_(XIII))
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His air CD is really godlike
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Goro is a BEAST...
More damage & combos than old games (consider vanila 98 out of this) but i feel he is has short reach in some of his normals (fd+C..stC) and dp+c..
thats all good, id rather have a great goro instead of an overpowered one, you know that's whathis 98 version basically was. also his 98 version is a boring lil bihatch compared to console 13.
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Reynald put on quite the show with his Goro at NEC this weekend. Two NeoMax combos in Grand Finals against The Answer, one of which ended the tournament. It was beyond pimp...treading into swag territory. I never realized how much damage his NeoMax does. Insaaaane damage on that bad boy.
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Goro is awesome... but dammit... i missed the top 4 stream... who else was on the list for top 4?