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The King of Fighters '94/Goro Daimon/Data: Difference between revisions
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Line 12: | Line 12: | ||
| images = KOF94 Daimon clA.png | | images = KOF94 Daimon clA.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 11-14 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = 5A, 2A, SP | ||
| startup = | | startup = 4 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 4 | ||
| hitadv = | | hitadv = +4 | ||
| blockadv = | | blockadv = +7 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 31: | Line 31: | ||
| images = KOF94 Daimon fD.png | | images = KOF94 Daimon fD.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 15-17 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = SP | ||
| startup = | | startup = 6 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 9 | ||
| hitadv = | | hitadv = -1 | ||
| blockadv = | | blockadv = +2 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 51: | Line 51: | ||
| images = KOF94 Daimon clC.png | | images = KOF94 Daimon clC.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 33-40 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = SP | | cancel = SP | ||
| startup = | | startup = 9 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 10 | ||
| hitadv = | | hitadv = +3 | ||
| blockadv = | | blockadv = +5 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 71: | Line 71: | ||
| images = KOF94 Daimon clD.png | | images = KOF94 Daimon clD.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 43-48 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = SP | ||
| startup = | | startup = 7 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = 14 | ||
| hitadv = | | hitadv = 0 | ||
| blockadv = | | blockadv = +2 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 92: | Line 92: | ||
| images = KOF94 Daimon fA.png | | images = KOF94 Daimon fA.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 13-15 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = SP | ||
| startup = | | startup = 5 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 6 | ||
| hitadv = | | hitadv = +2 | ||
| blockadv = | | blockadv = +5 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 111: | Line 111: | ||
| images = KOF94 Daimon fB.png | | images = KOF94 Daimon fB.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 13-17 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = SP | ||
| startup = | | startup = 5 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 9 | ||
| hitadv = | | hitadv = -3 | ||
| blockadv = | | blockadv = 0 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 128: | Line 128: | ||
| name = Far C | | name = Far C | ||
| input = f.C | | input = f.C | ||
| images = | | images = KOf94 Daimon fC.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 33-41 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 9 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 18 | ||
| hitadv = | | hitadv = -5 | ||
| blockadv = | | blockadv = -3 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====Far D==== | ====Far D==== | ||
{{MoveData-KOF94 | character = Goro Daimon | moveId = Daimon_fd | {{MoveData-KOF94 | character = Goro Daimon | moveId = Daimon_fd | ||
Line 149: | Line 150: | ||
| images = KOF94 Daimon fD.png | | images = KOF94 Daimon fD.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 41-47 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 10 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 18 | ||
| hitadv = | | hitadv = -3 | ||
| blockadv = | | blockadv = -1 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 169: | Line 170: | ||
| images = KOF94 Daimon CD.png | | images = KOF94 Daimon CD.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 36-53 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = SP | ||
| startup = | | startup = 8 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 15 | ||
| hitadv = KD | | hitadv = KD (+66) | ||
| blockadv = | | blockadv = 0 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 190: | Line 191: | ||
| images = KOF94 Daimon 2A.png | | images = KOF94 Daimon 2A.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 11-14 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = 5A, 2A, SP | | cancel = 5A, 2A, SP | ||
| startup = | | startup = 3 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 6 | ||
| hitadv = | | hitadv = +1 | ||
| blockadv = | | blockadv = +4 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 213: | Line 214: | ||
| stun = | | stun = | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 5 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 8 | ||
| hitadv = | | hitadv = -1 | ||
| blockadv = + | | blockadv = +2 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 228: | Line 229: | ||
| images = KOF94 Daimon 2C.png | | images = KOF94 Daimon 2C.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 28-32, 12-15 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = SP (first hit only) | ||
| startup = | | startup = 7 | ||
| active = | | active = 3, 3 | ||
| recovery = | | recovery = 19 | ||
| hitadv = | | hitadv = -1 | ||
| blockadv = | | blockadv = +2 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 248: | Line 249: | ||
| images = KOF94 Daimon 2D.png | | images = KOF94 Daimon 2D.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 32-43 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = SP | ||
| startup = | | startup = 8 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 10 | ||
| hitadv = KD | | hitadv = KD (+49) | ||
| blockadv = | | blockadv = +5 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 269: | Line 270: | ||
| images = KOF94 Daimon jA.png | | images = KOF94 Daimon jA.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 12-15 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 6 | ||
| active = Until landing | | active = Until landing | ||
| recovery = 3 landing | | recovery = 3 landing | ||
Line 288: | Line 289: | ||
| images = KOF94 Daimon jB.png | | images = KOF94 Daimon jB.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 14-17 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 6 | ||
| active = Until landing | | active = Until landing | ||
| recovery = 3 landing | | recovery = 3 landing | ||
Line 307: | Line 308: | ||
| images = KOF94 Daimon jC.png | | images = KOF94 Daimon jC.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 36-44 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 6 | ||
| active = | | active = 7 | ||
| recovery = Until landing + 3 | | recovery = Until landing + 3 | ||
| hitadv = | | hitadv = - | ||
| blockadv = | | blockadv = - | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 326: | Line 327: | ||
| images = KOF94 Daimon jD.png | | images = KOF94 Daimon jD.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 37-45 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 6 | ||
| active = | | active = 7 | ||
| recovery = Until landing + 3 | | recovery = Until landing + 3 | ||
| hitadv = | | hitadv = - | ||
| blockadv = | | blockadv = - | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 345: | Line 346: | ||
| images = KOF94 Daimon jD.png | | images = KOF94 Daimon jD.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 37-45 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 6 | ||
| active = | | active = 7 | ||
| recovery = Until landing + 3 | | recovery = Until landing + 3 | ||
| hitadv = | | hitadv = KD | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
}} | |||
===Defensive Attack=== | |||
{{MoveData-KOF94 | character = Goro Daimon | moveId = daimon_defensiveattack | |||
| name = Defensive Attack | |||
| input = 6A/B while blocking | |||
| images = KOF94 Daimon DefensiveAttack.png | |||
| hitboxes = | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N/A | |||
| startup = 6 | |||
| active = 8 | |||
| recovery = 14 | |||
| hitadv = -1 | |||
| blockadv = +1 | |||
| invul = | |||
| display = 200px | |||
}} | }} | ||
Line 366: | Line 385: | ||
| images = KOF94_Daimon_FarCThrow.png | | images = KOF94_Daimon_FarCThrow.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 35-49 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Throw | | guard = Throw | ||
| cancel = | | cancel = N/A | ||
| startup = 1 | | startup = 1 | ||
| active = 1 | | active = 1 | ||
Line 385: | Line 404: | ||
| images = KOF94_Daimon_CloseCThrow.png | | images = KOF94_Daimon_CloseCThrow.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 6-7 per tick | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Throw | | guard = Throw | ||
| cancel = | | cancel = N/A | ||
| startup = 1 | | startup = 1 | ||
| active = 1 | | active = 1 | ||
Line 404: | Line 423: | ||
| images = KOF94_Daimon_DThrow.png | | images = KOF94_Daimon_DThrow.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 35-49 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Throw | | guard = Throw | ||
| cancel = | | cancel = N/A | ||
| startup = 1 | | startup = 1 | ||
| active = 1 | | active = 1 | ||
Line 428: | Line 447: | ||
| images = KOF94 Daimon 623A.png | | images = KOF94 Daimon 623A.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 22-29 | ||
| guard = | | guard = Low | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 26 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 34 | ||
| hitadv = | | hitadv = KD (+48) | ||
| blockadv = | | blockadv = -34 | ||
| invul = | | invul = | ||
}} | }} | ||
Line 444: | Line 463: | ||
| input = | | input = | ||
| input2 = | | input2 = | ||
| images = KOF94 Daimon | | images = KOF94 Daimon 623A.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 22-29 | ||
| guard = | | guard = Low | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 36 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 31 | ||
| hitadv = | | hitadv = +51 | ||
| blockadv = | | blockadv = -31 | ||
| invul = | | invul = | ||
}} | }} | ||
Line 466: | Line 485: | ||
| images = KOF94 Daimon 214B.png | | images = KOF94 Daimon 214B.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = N/A | ||
| guard = | | guard = N/A | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 1 | ||
| active = | | active = 0 | ||
| recovery = | | recovery = Total 24 | ||
| hitadv = | | hitadv = N/A | ||
| blockadv = | | blockadv = N/A | ||
| invul = | | invul = 4-12 upper body, 13-22 full | ||
}} | }} | ||
{{MoveData-KOF94 | character = Goro Daimon| moveId = Daimon_214d | {{MoveData-KOF94 | character = Goro Daimon| moveId = Daimon_214d | ||
Line 484: | Line 503: | ||
| images = KOF94 Daimon 214B.png | | images = KOF94 Daimon 214B.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = N/A | ||
| guard = | | guard = N/A | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 1 | ||
| active = | | active = 0 | ||
| recovery = | | recovery = Total 39 | ||
| hitadv = | | hitadv = N/A | ||
| blockadv = | | blockadv = N/A | ||
| invul = | | invul = 7-21 upper body, 22-37 full | ||
}} | }} | ||
Line 502: | Line 521: | ||
| images = KOF94 Daimon 632146C.png | | images = KOF94 Daimon 632146C.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 30-39, 30-39 | ||
| guard = | | guard = Throw | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 1 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 0 | ||
| hitadv = | | hitadv = KD (+90) | ||
| blockadv = | | blockadv = N/A | ||
| invul = | | invul = | ||
}} | }} | ||
Line 520: | Line 539: | ||
| images = KOF94 Daimon 641236D.png | | images = KOF94 Daimon 641236D.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 48-55 | ||
| guard = | | guard = Throw | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 1 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 0 | ||
| hitadv = | | hitadv = KD (+69) | ||
| blockadv = | | blockadv = N/A | ||
| invul = | | invul = | ||
}} | }} | ||
Line 540: | Line 559: | ||
| images = KOF94 Daimon 6321463214C-1.png,KOF94 Daimon 6321463214C-2.png | | images = KOF94 Daimon 6321463214C-1.png,KOF94 Daimon 6321463214C-2.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 137-156 | ||
| guard = | | guard = Throw | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 1 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 0 | ||
| hitadv = | | hitadv = KD (+26) | ||
| blockadv = | | blockadv = N/A | ||
| invul = | | invul = | ||
}} | }} | ||
{{Navbox '94}} | {{Navbox '94}} | ||
[[Category:Goro Daimon]][[Category:The King of Fighters '94]] | [[Category:Goro Daimon]][[Category:The King of Fighters '94]] |
Latest revision as of 03:32, 11 November 2023
Idle
Normals
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. 2 is about 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 cancelable. If not, 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. | ||
11-14 | Mid | 5A, 2A, SP | 4 | 3 | 4 | +4 | +7 | - |
cl.B
Goro Daimon Daimon_clb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.B
cl.B Close 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. 2 is about 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 cancelable. If not, 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. | ||
15-17 | Mid | SP | 6 | 3 | 9 | -1 | +2 | - |
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. 2 is about 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 cancelable. If not, 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. | ||
33-40 | Mid | SP | 9 | 8 | 10 | +3 | +5 | - |
cl.D
Goro Daimon Daimon_cld | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.D
cl.D Close 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. 2 is about 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 cancelable. If not, 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. | ||
43-48 | Mid | SP | 7 | 7 | 14 | 0 | +2 | - |
Far Standing Normals
Far A
Goro Daimon Daimon_fa | ||||||||||
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f.A
f.A Far 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. 2 is about 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 cancelable. If not, 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. | ||
13-15 | Mid | SP | 5 | 3 | 6 | +2 | +5 | - |
Far B
Goro Daimon Daimon_fb | ||||||||||
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f.B
f.B Far 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. 2 is about 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 cancelable. If not, 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. | ||
13-17 | Mid | SP | 5 | 5 | 9 | -3 | 0 | - |
Far C
Goro Daimon Daimon_fc | ||||||||||
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f.C
f.C Far 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. 2 is about 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 cancelable. If not, 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. | ||
33-41 | Mid | N/A | 9 | 8 | 18 | -5 | -3 | - |
Far D
Goro Daimon Daimon_fd | ||||||||||
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f.D
f.D Far 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. 2 is about 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 cancelable. If not, 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. | ||
41-47 | Mid | N/A | 10 | 5 | 18 | -3 | -1 | - |
Standing CD
Goro Daimon Daimon_cd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
5CD
5CD Standing 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. 2 is about 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 cancelable. If not, 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. | ||
36-53 | Mid | SP | 8 | 8 | 15 | KD (+66) | 0 | - |
Crouching Normals
2A
Goro Daimon Daimon_2a | ||||||||||
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2A
2A Crouching 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. 2 is about 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 cancelable. If not, 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. | ||
11-14 | Mid | 5A, 2A, SP | 3 | 4 | 6 | +1 | +4 | - |
2B
Goro Daimon Daimon_2b | ||||||||||
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2B
2B Crouching 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. 2 is about 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 cancelable. If not, 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. | ||
9-12 | Low | N/A | 5 | 4 | 8 | -1 | +2 | - |
2C
Goro Daimon Daimon_2c | ||||||||||
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2C
2C Crouching 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. 2 is about 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 cancelable. If not, 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. | ||
28-32, 12-15 | Mid | SP (first hit only) | 7 | 3, 3 | 19 | -1 | +2 | - |
2D
Goro Daimon Daimon_2d | ||||||||||
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2D
2D Crouching 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. 2 is about 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 cancelable. If not, 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. | ||
32-43 | Low | SP | 8 | 8 | 10 | KD (+49) | +5 | - |
Jumping Normals
j.A
Goro Daimon Daimon_ja | ||||||||||
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j.A
j.A Jumping 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. 2 is about 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 cancelable. If not, 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. | ||
12-15 | High | N/A | 6 | Until landing | 3 landing | - | - | - |
j.B
Goro Daimon Daimon_jb | ||||||||||
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j.B
j.B Jumping 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. 2 is about 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 cancelable. If not, 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. | ||
14-17 | High | N/A | 6 | Until landing | 3 landing | - | - | - |
j.C
Goro Daimon Daimon_jc | ||||||||||
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j.C
j.C Jumping 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. 2 is about 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 cancelable. If not, 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. | ||
36-44 | High | N/A | 6 | 7 | Until landing + 3 | - | - | - |
j.D
Goro Daimon Daimon_jd | ||||||||||
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j.D
j.D Jumping 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. 2 is about 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 cancelable. If not, 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. | ||
37-45 | High | N/A | 6 | 7 | Until landing + 3 | - | - | - |
j.CD
Goro Daimon Daimon_jcd | ||||||||||
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j.CD
j.CD Jumping 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. 2 is about 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 cancelable. If not, 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. | ||
37-45 | High | N/A | 6 | 7 | Until landing + 3 | KD | - | - |
Defensive Attack
Goro Daimon daimon_defensiveattack | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
6A/B while blocking
6A/B while blocking Defensive Attack | ||||||||||
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. 2 is about 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 cancelable. If not, 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. | ||
- | Mid | N/A | 6 | 8 | 14 | -1 | +1 | - |
Throws
Tsukami Tatakitsuke
Goro Daimon Daimon_farcthrow | ||||||||||
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4/6 C when close
4/6 C when close Tsukami Tatakitsuke | ||||||||||
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. 2 is about 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 cancelable. If not, 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. | ||
35-49 | Throw | N/A | 1 | 1 | 0 | KD | N/A | - |
Juuji Shime
Goro Daimon Daimon_closecthrow | ||||||||||
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4/6 C when very close
4/6 C when very close Juuji Shime | ||||||||||
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. 2 is about 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 cancelable. If not, 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. | ||
6-7 per tick | Throw | N/A | 1 | 1 | 0 | KD | N/A | - |
Send-Off Foot Sweep
Goro Daimon Daimon_dthrow | ||||||||||
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4/6 D when close
4/6 D when close Send-Off Foot Sweep | ||||||||||
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. 2 is about 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 cancelable. If not, 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. | ||
35-49 | Throw | N/A | 1 | 1 | 0 | KD | N/A | - |
Special Moves
Jirai Shin
Goro Daimon Daimon_623a | ||||||||||
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Jirai Shin | ||||||||||
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. 2 is about 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 cancelable. If not, 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. | ||
22-29 | Low | N/A | 26 | 1 | 34 | KD (+48) | -34 | - |
Goro Daimon Daimon_623c | ||||||||||
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Jirai Shin | ||||||||||
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. 2 is about 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 cancelable. If not, 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. | ||
22-29 | Low | N/A | 36 | 1 | 31 | +51 | -31 | - |
Chou Ukemi
Goro Daimon Daimon_214b | ||||||||||
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Chou Ukemi | ||||||||||
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. 2 is about 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 cancelable. If not, 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. | ||
N/A | N/A | N/A | 1 | 0 | Total 24 | N/A | N/A | 4-12 upper body, 13-22 full |
Goro Daimon Daimon_214d | ||||||||||
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Chou Ukemi | ||||||||||
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. 2 is about 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 cancelable. If not, 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. | ||
N/A | N/A | N/A | 1 | 0 | Total 39 | N/A | N/A | 7-21 upper body, 22-37 full |
Tenchi Gaeshi
Goro Daimon Daimon_632146c | ||||||||||
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632146C when close
632146C when close Tenchi Gaeshi | ||||||||||
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. 2 is about 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 cancelable. If not, 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. | ||
30-39, 30-39 | Throw | N/A | 1 | 1 | 0 | KD (+90) | N/A | - |
Chou Ousoto Geri
Goro Daimon Daimon_641236d | ||||||||||
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641236D when close
641236D when close Chou Ousoto Geri | ||||||||||
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. 2 is about 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 cancelable. If not, 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. | ||
48-55 | Throw | N/A | 1 | 1 | 0 | KD (+69) | N/A | - |
Desperation Moves
Jigoku Gokuraku Otoshi
Goro Daimon Daimon_6321463214c | ||||||||||
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6321463214C when close
6321463214C when close Jigoku Gokuraku Otoshi | ||||||||||
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. 2 is about 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 cancelable. If not, 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. | ||
137-156 | Throw | N/A | 1 | 1 | 0 | KD (+26) | N/A | - |