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The King of Fighters XII/Goro Daimon: Difference between revisions
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m Jotamide moved page Goro Daimon (XII) to The King of Fighters XII/Goro Daimon |
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Latest revision as of 16:17, 25 April 2020
Throws
Okuriashibarai - f/b + AC
- Hard knockdown
Normals
Standing
- A, B, C and CD are cancelable
- A chains to A and B
- C has long counterhit stun
- D has long counterhit stun
- Both CD and Guard Cancel CD are hard knockdowns
- Guard Cancel CD knocks down and deflects incoming attacks
Crouching
- A, B and D are cancelable
- B chains to A and B
- C has long counterhit stun
Jumping/hopping
- A, B, C and D are overheads
- CD creates juggle state and is a hard knockdown
Command Normals
Daimon doesn't have any Command Normals
Special Moves
Tenchigaeshi - qcb, f + A/C
- Command throw
- Hard knockdown
Jiraishin - dp + A/C
- Full-screen ground pound
- C version is a feint
Kumotsukaminage - hcf + B
- Command throw
- Catches opponents in air
- Hard knockdown
Kirikabugaeshi - hcf + D
- Command throw
- Hard knockdown
- Beginning frames have guardpoint
Chouukemi - qcb + B/D
- Roll similar to AB roll
- Does not pass through opponents
Super Special Moves
Jigoku Gokurakuotoshi - hcbx2 + A/C
- Super command throw
Combos
Basic
- cr.B, st.Ax2, st.B xx hcbx2+A/C