Author Topic: Goro Daimon (Arcade Version)  (Read 26467 times)

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Re: Goro Daimon
« Reply #60 on: November 25, 2011, 09:28:35 AM »
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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johrjives

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Re: Goro Daimon
« Reply #61 on: November 26, 2011, 01:02:32 AM »
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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Re: Goro Daimon
« Reply #62 on: November 26, 2011, 07:14:46 PM »
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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LouisCipher

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Re: Goro Daimon
« Reply #63 on: November 30, 2011, 10:10:42 AM »
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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Ash

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Re: Goro Daimon
« Reply #64 on: November 30, 2011, 03:08:40 PM »
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.

LouisCipher

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Re: Goro Daimon
« Reply #65 on: December 02, 2011, 05:49:06 AM »
I'd still like to know his Kara-Throw. I play 3S, I have to know ;)

Appreciate the info.
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Kane317

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Re: Goro Daimon
« Reply #66 on: December 02, 2011, 03:00:00 PM »
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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Re: Goro Daimon
« Reply #67 on: December 02, 2011, 09:26:04 PM »
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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Kane317

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Re: Goro Daimon
« Reply #68 on: December 02, 2011, 11:51:34 PM »
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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Re: Goro Daimon
« Reply #69 on: December 03, 2011, 02:09:55 AM »
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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Kane317

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Re: Goro Daimon
« Reply #70 on: December 03, 2011, 02:23:06 AM »
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.

MAASKYO

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Re: Goro Daimon
« Reply #71 on: December 04, 2011, 04:37:07 PM »
Quote
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..
« Last Edit: December 04, 2011, 06:16:25 PM by MAASKYO »

desmond_kof

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Re: Goro Daimon
« Reply #72 on: December 04, 2011, 05:23:24 PM »
Quote
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)
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sibarraz

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Re: Goro Daimon
« Reply #73 on: December 04, 2011, 06:24:01 PM »
His air CD is really godlike


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Re: Goro Daimon
« Reply #74 on: December 04, 2011, 06:58:45 PM »
Quote
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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