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KOF 2002 UM - Goro Daimon

Started by Nikolai VolKOF, December 04, 2010, 10:43:59 PM

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Nikolai VolKOF

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

krazykone123

- 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

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


Waifu Material

Amedø310

Daimon's dp+A can hit opponents out of Down/ roll recovery.

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

MAASKYO

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

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


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

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

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


lawgamer

#11
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?

desmond_kof

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.
"Do not place so much importance on winning. The fight itself has value."

Vokkan

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

cl.C > df+C > BC > run then st.D > qcb+K cancel to hcbx2+P or hcbx2+AC (must be fast)