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Goro Daimon Wiki Building Thread

Started by desmond_kof, December 07, 2011, 09:39:13 AM

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desmond_kof

http://dreamcancel.com/wiki/index.php?title=Goro_Daimon_(XIII)

As of 12-7-11, he needs some details in the normals section, as well as updated analysis on his special moves, gameplay overview and combos.

Post your submission here, as well as feedback, questions, and mistakes you have found.
"Do not place so much importance on winning. The fight itself has value."

t3h mAsTarOth...!

#1
I've been practicing Tick HD Neomax setups... Here are a few of my findings...

- Do s.A or s.B and cancel it with EX dp+AC... If they were blocking low and couldn't react in time and guard the EX dp+AC, you can drive cancel it with dp+B/BD > HD Neomax Combo... This has to be done quite up close for it to work...

- Same way do (s.A) or (s.A, s.B) or (s.A, s.A, s.B) and cancel into dp+BC; during your recovery, go straight into DM > HD Neomax Combo... For s.A, s.A, s.B only EX DM will have the range...

- Anti-air with d/f+C and cancel with qcb+BC... Then go straight into hcf+A > HD Neomax Combo...

- Empty hop, press B+C right before landing... Immediately input dp+B/BD or hcb~f+AC upon landing and continue on with HD Neomax Combo...

- Similarly, empty hop and press hcb+BC right before landing... Immediately input f+AC *will give you hcb~f+AC* upon landing and continue on d/f+C, hcf+A/AC > HD Neomax Combo...

- Similarly jump/hop and press B+C as you are landing... Depending on your timing of the button press you will have 3 different options... The 1st option is the one posted above of whiffing the j.C that will come out due to pressing B+C in the air... The 2nd option is pressing it early during your jump... This will have the opponent deal with a j.C and Goro can land and do dp+B/BD > HD Neomax combo... The 3rd option is to time the B+C in the so that j.C will hit with enough stun for you to connect a s.C > HD Neomax Combo...

- Do any one of his normals and cancel with qcb+BC... If you cancelled form *light* normals then you can *tick* straight into dp+B/BD > HD Neomax Combo... If you cancelled from from *heavy* normals then you can *combo* into (dp+B/BD upon *hit* by cancelling qcb+B) or (dp+B/BD upon *block* by *not* cancelling qcb+B) > HD Neomax Combo...

- You can also cancel light/heavy normals with qcb+BC; then cancel qcb+BC with dp+C/AC for a double fake out + tick > HD Neomax Combo setup...

- Do any set of light normals and cancel with dp+BC/BCD or hcb~f+ABC... This will give you the opportunity to go straight into a HD Neomax Combo if you connect with your light normal... You can also do this from heavy normals; however, for heavy normals you can add a qcb+BC before dp+B/BD or hcb~f+AC and hit confirm off of that...

- You can sweep with cr.D and cancel into qcb+BC > HD Neomax Combo if they don't safe roll...

- For the following, there are a lot of ways to get into it... (s.A), (s.A, s.B), (s.A, s.B, s.B), (s.B), (s.B, d/f+C), (cr.B), (d/f+C), (s.C), (cr.C), (s.D) all work... Tick with the normal and cancel into HD mode... Then do dp+B/BD > HD Neomax Combo...

If i recall, j.D, s.D, HD, s.D, dp+BD, DM, Neomax is 100%...
KOFXIII - Raiden, Billy, Mai, Karate, Kim, Ralf, Ryo, Robert

SC 1-5 - Astaroth

SaMsTarOth t3h mAsTarOth of AsTarOth...!

desmond_kof

Cool man, thanks for this. If you could, can you explain exactly what the tick is and what HD Neomax combo people would be doing? For people whom aren't too saavy on ticks. Thanks again.
"Do not place so much importance on winning. The fight itself has value."

t3h mAsTarOth...!

Oh lol... I assumed people would just know what i was talking about... Pretty much all those setups let Goro do a "Tick Throw" and enter HD mode at the same time... For example, you do s.D and the opponent blocks the move... Press B+C to enter HD mode but don't press anything else... Then after a short delay, input dp+B/BD... The opponent will leave guard stun by now and you can grab them... Also since now you are in HD mode, you can follow-up the dp+B/BD with DC, DM, DC, Neomax...
KOFXIII - Raiden, Billy, Mai, Karate, Kim, Ralf, Ryo, Robert

SC 1-5 - Astaroth

SaMsTarOth t3h mAsTarOth of AsTarOth...!

desmond_kof

Would the disadvantage to those setups be a possible alternate guarding by the opponent? I haven't tested that out yet with a few of the set ups.
"Do not place so much importance on winning. The fight itself has value."

Amedø310

Corrected damage output for hcf+A (120 to 114), ex hcf+A (210 to 199), and hcf+C (80 or 90 to 76).

Added two combos under "No Stock, No Drive Gauge -":
far st. A, qcb+B(cancel), hcb, f+P = 193 dmg

far st. B, qcb+B(cancel), hcb, f+P = 203 dmg

Changed Tick HD Neomax Setups to Tips Section and added that info in that section. Also added buffering input info for qcb+B(cancel), hcb, f+P or hcbx2+P and frame traps in Tips section.

Buffering qcb+B in hcb, f+P or hcbx2+P

1. qcb+B(cancel), hcb, f+P = hcb+B, f+P

2. qcb+B(cancel), hcbx2 = hcb+B, hcb+P 


Frame Traps

1. cl. A, cl. C

2. cr. A, cl. A

3. cr. A, st. B

4. cr. A, cl. C

5. cr. B, cl. A

6. cr. B, st. B

7. cr. B, cr. B

sketchspace

Here are some HD combos, he's missing options that don't involve NeoMax and some off of counterhit jump CD:

B, DF+C, (BC) D, DP + K, ((HDC) QCB + B, (HDC) HCF + C) x 4, HCB x 2 + AB (100% drive, 2 meters, 673 damage)
B, DF+C, (BC) D, DP + K, ((HDC) QCB + B, (HDC) HCF + C) x 4, HCB x 2 + P (100% drive, 1 meter, 581 damage)
B, DF+C, (BC) D, DP + K, ((HDC) QCB + B, (HDC) HCF + C) x 5 (100% drive, no meter, 517 damage)

D, (BC) D, DP + Kxx((HDC) QCB + B, (HDC) HCF + C) x 4, HCB x 2 + AB (100% drive, 2 meters, 706 damage)
D, (BC) D, DP + Kxx((HDC) QCB + B, (HDC) HCF + C) x 4, HCB x 2 + P (100% drive, 1 meter, 612 damage)
D, (BC) D, DP + Kxx((HDC) QCB + B, (HDC) HCF + C) x 5 (100% drive, no meter, 541 damage)

CH Jump CD combos, 100% drive
CH Jump CD, DF + C, (BC) HCF + A, HCB x 2 + P, (MAX) QCF X 2 + AB (100% drive, 3 meters, 839 damage)
CH Jump CD, DF + C, (BC) HCF + A, ((HDC) QCB + B, (HDC) HCF + C) x 4, HCB x 2 + AB (100% drive, 2 meters, 635 damage)
CH Jump CD, DF + C, (BC) HCF + A, ((HDC) QCB + B, (HDC) HCF + C) x 4, HCB x 2 + P (100% drive, 1 meter, 555 damage)
CH Jump CD, DF + C, (BC) HCF+ A, ((HDC) QCB + B, (HDC) HCF + C) x 5 (100% drive, 0 meter, 479 damage)

CH Jump CD combos, 50% drive
CH Jump CD, DF + C, HCF + A, (SC) HCB x 2 + AB (50% drive, 2 meters, 559 damage)
CH Jump CD, DF + C, HCF + A, (SC) HCB x 2 + P (50% drive, 1 meter, 455 damage)
CH Jump CD, DF +C, HCF + A, (DC), QCB + B, HCF + C (50% drive, no meter, 331 damage)

desmond_kof

Hey, Sketchspace, thanks for the submission! I added his HD combos and I will add his CH Jump CD combos soon. The only question is when I perform the CH Jump CD combos I'm getting much less damage values (example 625 instead of 635 for the combo that ends in HCBx2+AC)? Am I doing something wrong? When I activate into HD I do CH Jump CD, df+BC while its df+C (BC) as you notated. Let me know whats up and thanks again man!

P.S. Be sure to introduce yourself here since you are new: http://dreamcancel.com/forum/index.php?board=4.0
"Do not place so much importance on winning. The fight itself has value."

sketchspace

Yeah you're right my numbers are off.

So I tried it both on console and steam edition, these are the new numbers I came up with:
CH Jump CD, DF + C, (BC) HCF + A, ((HDC) QCB + B, (HDC) HCF + C) x 4, HCB x 2 + AB (100% drive, 2 meters, 647 damage)
CH Jump CD, DF + C, (BC) HCF+ A, ((HDC) QCB + B, (HDC) HCF + C) x 5 (100% drive, 0 meter, 491 damage)

As for why you're missing damage, I don't think you're getting the DF+C part.  What I mean without the notation is to do the command normal (DF+C), activate BC, then do the antiair grab (HCF + A) and go from there.  Your numbers are still off even when I skip the DF+C, so I'm gonna run some tests tomorrow since I got a theory about it.

Anyway, cool checking out this place and I'll say what's up in that intro forum.

desmond_kof

Quote from: sketchspace on September 02, 2013, 07:00:36 AM
Yeah you're right my numbers are off.

So I tried it both on console and steam edition, these are the new numbers I came up with:
CH Jump CD, DF + C, (BC) HCF + A, ((HDC) QCB + B, (HDC) HCF + C) x 4, HCB x 2 + AB (100% drive, 2 meters, 647 damage)
CH Jump CD, DF + C, (BC) HCF+ A, ((HDC) QCB + B, (HDC) HCF + C) x 5 (100% drive, 0 meter, 491 damage)

As for why you're missing damage, I don't think you're getting the DF+C part.  What I mean without the notation is to do the command normal (DF+C), activate BC, then do the antiair grab (HCF + A) and go from there.  Your numbers are still off even when I skip the DF+C, so I'm gonna run some tests tomorrow since I got a theory about it.

Anyway, cool checking out this place and I'll say what's up in that intro forum.

OHHHH shit, you're right I was doing DP instead of DF+C the command normal as you explained. You're numbers you provided are right, my bad, haha.
"Do not place so much importance on winning. The fight itself has value."

Great_Dark_Hero

Slight update on the Goro Daimon wiki:

Added a new 2 bar HD combo that does 704 damage (and does 740 damage with a j.D).

uncleaner

Could someone add the qcb+B, dp+K = hcb+B, f+K shortcut under tips? Only thing I could see missing.

desmond_kof

Quote from: uncleaner on March 12, 2014, 06:36:57 AM
Could someone add the qcb+B, dp+K = hcb+B, f+K shortcut under tips? Only thing I could see missing.

That's pretty useful, thanks for contributing. It's added now.
"Do not place so much importance on winning. The fight itself has value."