Author Topic: KOF 2002 UM - Goro Daimon  (Read 27784 times)

Nikolai VolKOF

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KOF 2002 UM - Goro Daimon
« on: December 04, 2010, 10:43:59 PM »
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
« Last Edit: February 20, 2015, 08:33:36 PM by desmond_kof »

krazykone123

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Re: KOF 2002 UM - Goro Daimon
« Reply #1 on: December 06, 2010, 07:27:24 AM »
- 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


sibarraz

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Re: KOF 2002 UM - Goro Daimon
« Reply #2 on: December 07, 2010, 03:14:33 AM »
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


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Amedø310

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Re: KOF 2002 UM - Goro Daimon
« Reply #3 on: January 31, 2011, 03:50:35 AM »
Daimon's dp+A can hit opponents out of Down/ roll recovery.

setup:
cr. D, qcb+B, dp+A

MAASKYO

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Re: KOF 2002 UM - Goro Daimon
« Reply #4 on: June 17, 2011, 07:03:27 PM »
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

desmond_kof

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Re: KOF 2002 UM - Goro Daimon
« Reply #5 on: June 17, 2011, 10:38:41 PM »
Didn't they take that out in Tougeki? It was one of the glitches they removed.
"Do not place so much importance on winning. The fight itself has value."

MAASKYO

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Re: KOF 2002 UM - Goro Daimon
« Reply #6 on: June 18, 2011, 07:08:10 AM »

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  ;) )


Remzi

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Re: KOF 2002 UM - Goro Daimon
« Reply #8 on: June 23, 2011, 01:50:56 PM »
Tougeki was a bug-fix / balance-fix.

Not too many differences happened aside from the clear bug-fixes, anyways.
MBAA: H-Aoko
MBAC: Hisui & Kohaku
LB2: S-Akari
NGBC: DIO & Kaede
KOFXIII: Yuri / King / DuoLon

Remzi

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Re: KOF 2002 UM - Goro Daimon
« Reply #9 on: July 03, 2011, 08:43:58 AM »
It obviously wasn't fixed in Tougeki, because Xbox 360's 2002UM uses Tougeki, and it still works.
MBAA: H-Aoko
MBAC: Hisui & Kohaku
LB2: S-Akari
NGBC: DIO & Kaede
KOFXIII: Yuri / King / DuoLon

Blue Wolf

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Re: KOF 2002 UM - Goro Daimon
« Reply #10 on: February 09, 2013, 01:58:34 PM »
« Last Edit: February 09, 2013, 02:04:24 PM by Blue Wolf »

lawgamer

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Re: KOF 2002 UM - Goro Daimon
« Reply #11 on: July 30, 2015, 02:38:36 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?
« Last Edit: July 30, 2015, 02:43:22 PM by lawgamer »

desmond_kof

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Re: KOF 2002 UM - Goro Daimon
« Reply #12 on: July 30, 2015, 04:43:07 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.
"Do not place so much importance on winning. The fight itself has value."

Vokkan

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Re: KOF 2002 UM - Goro Daimon
« Reply #13 on: January 12, 2016, 08:29:52 PM »
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.

lfrd

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Re: KOF 2002 UM - Goro Daimon
« Reply #14 on: February 14, 2016, 01:09:48 PM »
cl.C > df+C > BC > run then st.D > qcb+K cancel to hcbx2+P or hcbx2+AC (must be fast)