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Goro Daimon

Started by Mr.Minionman, August 05, 2016, 06:57:02 AM

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Mr.Minionman



Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

(*) = EX OK
(!) = MAX OK

Throws
Tsukami Tatakitsuke - (close) ;bk/ ;fd + ;c
Hiza Guruma - (close) ;bk/ ;fd + ;d

Command Normals
Zujou-Barai - ;fd + ;c

Special Moves
Tenchi-Gaeshi - (close)  ;hcb ;fd + ;a/ ;c (*)
Kumo-Tsukami Nage -  ;hcf + ;a (*)
Kirikabu-Gaeshi - ;hcf + ;c
Jiraishi - ;dp + ;a (*)
Jiraishi (Feint) - ;dp + ;c
Chou Ukemi - ;qcb + ;b/ ;d (*)
Chou Oosoto-Gari - (close) ;dp + ;b/ ;d (*)

Super Special Moves
Jigoku Gokuraku Otoshi - (close) ;hcb ;hcb (!)
Konten Otoshi - (off the ground) ;qcf ;qcf + ;b/ ;d (!)

Climax Super Special Move
Kyoutendouchi - (parry) ;qcf ;qcf + ;a ;c

Zx-Tole

just some basic non meter combos I've found, nothing special.

close stand  ;a, close stand  ;b, down-forward  ;c xxx Tenchi
stand  ;b, down-forward ;c xxx Tenchi / max range stand  ;b won't combo the Tenchi
close  ;c, down-forward  ;c xxx Tenchi
close ;a, crouch  ;a, stand  ;b, down-forward  ;c xxx Tenchi /can also reverse the  ;a order, start with close crouch  ;a into stand  ;a
close stand  ;a, crouch  ;b link into Tenchi

Darlos9D

Good combos. Knowing what to do off his light attacks is definitely helpful. You can link into tenchi off of crouch  ;b? That's pretty neat actually.

I think the most interesting thing about Daimon is how he can turn just about any throw into threatening damage if he's got meter. Though, it makes me wonder what the use of his punch super is exactly, when you can get the same invuln off of his reversal throw and then confirm it into his kick super for similar damage. Heck even for comboing, I think I'd rather just combo into tenchi and then cancel that with a super. I guess the only time you'd absolutely want to cancel into the punch super is if you have meter to then go into the kick super or the climax?

Anyone have an idea of the frames where  ;dn ;db ;bk ;b is cancellable? Sometimes I can cancel it with another special and sometimes I can't. I might just be inputting things hastily and messing up my followups though.

Mr.Minionman

Threw in some basic combos for Daimon. http://www.dreamcancel.com/wiki/index.php?title=Goro_Daimon_(XIV)
After checking out Zx-tole's post I see I'll need to include a longer light chain, but I'll have to do that later.

I'll be doing move descriptions soon, so as always input welcome.

Also if anyone knows any moves with special properties (besides dp+K having invuln), it'd help me if you'd let me know.

Nereus

Quote from: Mr.Minionman on September 08, 2016, 09:13:02 PM
Threw in some basic combos for Daimon. http://www.dreamcancel.com/wiki/index.php?title=Goro_Daimon_(XIV)
After checking out Zx-tole's post I see I'll need to include a longer light chain, but I'll have to do that later.

I'll be doing move descriptions soon, so as always input welcome.

Also if anyone knows any moves with special properties (besides dp+K having invuln), it'd help me if you'd let me know.

From what i've tested.. his EX Roll has:

-Full Body Invul.
-Throw Invul when active (Including command grabs). Might even be on startup as well
-Projectile Invul.
-Cancellable just like the B version of his roll
-Can cancel it into other EX Moves, something that i believe not many others can do.

But yeah i've tried to attack him during the move in practice and all attacks just go right through him. You can grab him when the move is done but he can cancel into his DP grab and beat out your regular grab attempt.

Amedø310

#5


Great_Dark_Hero

Thinking about picking this character up. He does get over 500 damage off of easy combo from close C. Then again, so do many others. But, Goro Daimon piques my interest because of his okizeme and his block punishment.

Reiki.Kito


desmond_kof

9-10-2017
Update to Goro Daimon's #KOFXIV wiki page: http://bit.ly/2wU4uyf
Comment to edit or add information to improve it: http://bit.ly/2wR1bKt
"Do not place so much importance on winning. The fight itself has value."