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The King of Fighters XIII/Goro Daimon/Data: Difference between revisions
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Created page with "{{CharNavbox XIII}} {{TOClimit|3}} ==Idle== ===Stand=== ===Crouch=== ===Hop=== ===Jump=== ===Walk=== ===Run=== ===Backdash=== ===Wake-up=== ===Recovery Roll=== ==Normals== ===Far Standing Normals=== ====st.A==== {{MoveData-KOFXIII | character = | moveId = | name = | input = | input2 = | images = | hitboxes = | damage = | guard = | cancel = | startup = | active = | recovery = | hitadv = | blockadv = | invul = | display = 250px }} ===Close Standing N..." |
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===Far Standing Normals=== | ===Far Standing Normals=== | ||
====st.A==== | ====st.A==== | ||
{{MoveData-KOFXIII | character = | moveId = | {{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_sta | ||
| name = | | name = stand A | ||
| input = | | input = st.A | ||
| input2 = | | input2 = A | ||
| images = | |||
| hitboxes = | |||
| damage = 30 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 5 | |||
| active = 5 | |||
| recovery = 9 | |||
| hitadv = +1 | |||
| blockadv = -1 | |||
| invul = | |||
| display = 250px | |||
}} | |||
====st.B==== | |||
{{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_stb | |||
| name = stand B | |||
| input = st.B | |||
| input2 = B | |||
| images = | |||
| hitboxes = | |||
| damage = 40 | |||
| guard = Low | |||
| cancel = | |||
| startup = 4 | |||
| active = 4 | |||
| recovery = 11 | |||
| hitadv = 0 | |||
| blockadv = -2 | |||
| invul = | |||
| display = 250px | |||
}} | |||
====st.C==== | |||
{{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_stc | |||
| name = stand C | |||
| input = st.C | |||
| input2 = C | |||
| images = | |||
| hitboxes = | |||
| damage = 80 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 9 | |||
| active = 4 | |||
| recovery = 25 | |||
| hitadv = -8 | |||
| blockadv = -10 | |||
| invul = | |||
| display = 250px | |||
}} | |||
====st.D==== | |||
{{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_std | |||
| name = stand D | |||
| input = st.D | |||
| input2 = D | |||
| images = | | images = | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 90 | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 6 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 18 | ||
| hitadv = | | hitadv = -3 | ||
| blockadv = | | blockadv = -5 | ||
| invul = | | invul = | ||
| display = 250px | | display = 250px | ||
Line 36: | Line 90: | ||
===Close Standing Normals=== | ===Close Standing Normals=== | ||
====cl.A==== | ====cl.A==== | ||
{{MoveData-KOFXIII | character = | moveId = | {{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_cla | ||
| name = | | name = close A | ||
| input = | | input = cl.A | ||
| input2 = | |||
| images = | |||
| hitboxes = | |||
| damage = 30 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 4 | |||
| active = 3 | |||
| recovery = 9 | |||
| hitadv = +3 | |||
| blockadv = +1 | |||
| invul = | |||
| display = 250px | |||
}} | |||
====cl.C==== | |||
{{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_clc | |||
| name = close C | |||
| input = cl.C | |||
| input2 = | |||
| images = | |||
| hitboxes = | |||
| damage = 80 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 5 | |||
| active = 4 | |||
| recovery = 16 | |||
| hitadv = +1 | |||
| blockadv = -1 | |||
| invul = | |||
| display = 250px | |||
}} | |||
===Crouch Normals=== | |||
====cr.A==== | |||
{{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_cra | |||
| name = crouch A | |||
| input = cr.A | |||
| input2 = 2A | |||
| images = | |||
| hitboxes = | |||
| damage = 25 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 6 | |||
| active = 4 | |||
| recovery = 8 | |||
| hitadv = +3 | |||
| blockadv = +1 | |||
| invul = | |||
| display = 250px | |||
}} | |||
====cr.B==== | |||
{{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_crb | |||
| name = crouch B | |||
| input = cr.B | |||
| input2 = 2B | |||
| images = | |||
| hitboxes = | |||
| damage = 30 | |||
| guard = Low | |||
| cancel = | |||
| startup = 4 | |||
| active = 6 | |||
| recovery = 7 | |||
| hitadv = +2 | |||
| blockadv = 0 | |||
| invul = | |||
| display = 250px | |||
}} | |||
====cr.C==== | |||
{{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_crc | |||
| name = crouch C | |||
| input = cr.C | |||
| input2 = 2C | |||
| images = | |||
| hitboxes = | |||
| damage = 80 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 8 | |||
| active = 8 | |||
| recovery = 17 | |||
| hitadv = -4 | |||
| blockadv = -6 | |||
| invul = | |||
| display = 250px | |||
}} | |||
====cr.D==== | |||
{{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_crd | |||
| name = crouch D | |||
| input = cr.D | |||
| input2 = 2D | |||
| images = | |||
| hitboxes = | |||
| damage = 80 | |||
| guard = Low | |||
| cancel = | |||
| startup = 6 | |||
| active = 7 | |||
| recovery = 14 | |||
| hitadv = SKD | |||
| blockadv = -2 | |||
| invul = | |||
| display = 250px | |||
}} | |||
===Jump Normals=== | |||
====j.A==== | |||
{{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_ja | |||
| name = jump A | |||
| input = j.A | |||
| input2 = | | input2 = | ||
| images = | | images = | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 45 | ||
| guard = | | guard = High | ||
| cancel = | | cancel = | ||
| startup = | | startup = 5 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = | ||
| hitadv = | | hitadv = | ||
Line 53: | Line 219: | ||
| display = 250px | | display = 250px | ||
}} | }} | ||
=== | ====j.B==== | ||
{{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_jb | |||
{{MoveData-KOFXIII | character = | | name = jump B | ||
| name = | | input = j.B | ||
| input = | |||
| input2 = | | input2 = | ||
| images = | | images = | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 45 | ||
| guard = | | guard = High | ||
| cancel = | | cancel = | ||
| startup = | | startup = 5 | ||
| active = | | active = 9 | ||
| recovery = | | recovery = | ||
| hitadv = | | hitadv = | ||
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| display = 250px | | display = 250px | ||
}} | }} | ||
====j.C==== | |||
====j. | {{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_jc | ||
{{MoveData-KOFXIII | character = | | name = jump C | ||
| name = | | input = j.C | ||
| input = | |||
| input2 = | | input2 = | ||
| images = | | images = | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 72 | ||
| guard = | | guard = High | ||
| cancel = | | cancel = | ||
| startup = | | startup = 9 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = | ||
| hitadv = | | hitadv = | ||
Line 91: | Line 255: | ||
| display = 250px | | display = 250px | ||
}} | }} | ||
=== | ====j.D==== | ||
{{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_jd | |||
{{MoveData-KOFXIII | character = | | name = jump D | ||
| name = | | input = j.D | ||
| input = | |||
| input2 = | | input2 = | ||
| images = | | images = | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 70 | ||
| guard = | | guard = High | ||
| cancel = | | cancel = | ||
| startup = | | startup = 7 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | |||
| display = 250px | |||
}} | |||
===Blowback Normals=== | |||
====st.CD==== | |||
{{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_stcd | |||
| name = stand CD | |||
| input = st.CD | |||
| input2 = CD | |||
| images = | |||
| hitboxes = | |||
| damage = 75 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 15 | |||
| active = 7 | |||
| recovery = 14 | |||
| hitadv = SKD | |||
| blockadv = +2 | |||
| invul = | | invul = | ||
| display = 250px | | display = 250px | ||
}} | }} | ||
====j.CD==== | ====j.CD==== | ||
{{MoveData-KOFXIII | character = | {{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_jcd | ||
| name = | | name = jump CD | ||
| input = | | input = j.CD | ||
| input2 = | | input2 = | ||
| images = | | images = | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 80 | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 14 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = | ||
| hitadv = | | hitadv = HKD | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| display = 250px | | display = 250px | ||
}} | }} | ||
==Throws== | ==Throws== | ||
====C/D throw==== | ====C/D throw==== | ||
{{MoveData-KOFXIII | character = | {{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_throw | ||
| name = | | name = Okuriashi Harai | ||
| input = | | input = b/f+C/D when close to the opponent | ||
| input2 = | | input2 = 4/6C/D when close to the opponent | ||
| images = | | images = | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 100 | ||
| guard = | | guard = | ||
| cancel = | | cancel = | ||
Line 147: | Line 331: | ||
| display = 250px | | display = 250px | ||
}} | }} | ||
==Command Normals== | ==Command Normals== | ||
====Zujo Barai==== | |||
{{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_df+c | |||
| name = Zujo Barai | |||
| input = df+C | |||
| input2 = 3C | |||
| images = | |||
| hitboxes = | |||
| damage = 60 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 5 | |||
| active = 6 | |||
| recovery = 24 | |||
| hitadv = -9 | |||
| blockadv = -11 | |||
| invul = | |||
| display = 250px | |||
}} | |||
==Special Moves== | ==Special Moves== | ||
==Desperation Moves== | ==Desperation Moves== |
Latest revision as of 18:31, 17 April 2023
Idle
Stand
Crouch
Hop
Jump
Walk
Run
Backdash
Wake-up
Recovery Roll
Normals
Far Standing Normals
st.A
Goro Daimon daimon_sta | ||||||||
---|---|---|---|---|---|---|---|---|
st.A
A stand A | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. |
30 | Mid | - | 5 | 5 | 9 | +1 | -1 | - |
st.B
Goro Daimon daimon_stb | ||||||||
---|---|---|---|---|---|---|---|---|
st.B
B stand B | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. |
40 | Low | - | 4 | 4 | 11 | 0 | -2 | - |
st.C
Goro Daimon daimon_stc | ||||||||
---|---|---|---|---|---|---|---|---|
st.C
C stand C | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. |
80 | Mid | - | 9 | 4 | 25 | -8 | -10 | - |
st.D
Goro Daimon daimon_std | ||||||||
---|---|---|---|---|---|---|---|---|
st.D
D stand D | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. |
90 | Mid | - | 6 | 6 | 18 | -3 | -5 | - |
Close Standing Normals
cl.A
Goro Daimon daimon_cla | ||||||||
---|---|---|---|---|---|---|---|---|
cl.A
cl.A close A | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. |
30 | Mid | - | 4 | 3 | 9 | +3 | +1 | - |
cl.C
Goro Daimon daimon_clc | ||||||||
---|---|---|---|---|---|---|---|---|
cl.C
cl.C close C | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. |
80 | Mid | - | 5 | 4 | 16 | +1 | -1 | - |
Crouch Normals
cr.A
Goro Daimon daimon_cra | ||||||||
---|---|---|---|---|---|---|---|---|
cr.A
2A crouch A | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. |
25 | Mid | - | 6 | 4 | 8 | +3 | +1 | - |
cr.B
Goro Daimon daimon_crb | ||||||||
---|---|---|---|---|---|---|---|---|
cr.B
2B crouch B | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. |
30 | Low | - | 4 | 6 | 7 | +2 | 0 | - |
cr.C
Goro Daimon daimon_crc | ||||||||
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cr.C
2C crouch C | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. |
80 | Mid | - | 8 | 8 | 17 | -4 | -6 | - |
cr.D
Goro Daimon daimon_crd | ||||||||
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cr.D
2D crouch D | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. |
80 | Low | - | 6 | 7 | 14 | SKD | -2 | - |
Jump Normals
j.A
Goro Daimon daimon_ja | ||||||||
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j.A
j.A jump A | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. |
45 | High | - | 5 | 7 | - | - | - | - |
j.B
Goro Daimon daimon_jb | ||||||||
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j.B
j.B jump B | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. |
45 | High | - | 5 | 9 | - | - | - | - |
j.C
Goro Daimon daimon_jc | ||||||||
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j.C
j.C jump C | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. |
72 | High | - | 9 | 7 | - | - | - | - |
j.D
Goro Daimon daimon_jd | ||||||||
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j.D
j.D jump D | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. |
70 | High | - | 7 | 8 | - | - | - | - |
Blowback Normals
st.CD
Goro Daimon daimon_stcd | ||||||||
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st.CD
CD stand CD | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. |
75 | Mid | - | 15 | 7 | 14 | SKD | +2 | - |
j.CD
Goro Daimon daimon_jcd | ||||||||
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j.CD
j.CD jump CD | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. |
80 | Mid | - | 14 | 7 | - | HKD | - | - |
Throws
C/D throw
Goro Daimon daimon_throw | ||||||||
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b/f+C/D when close to the opponent
4/6C/D when close to the opponent Okuriashi Harai | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. |
100 | - | - | - | - | - | - | - | - |
Command Normals
Zujo Barai
Goro Daimon daimon_df+c | ||||||||
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df+C
3C Zujo Barai | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. |
60 | Mid | - | 5 | 6 | 24 | -9 | -11 | - |