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The King of Fighters '94/Goro Daimon/Data: Difference between revisions

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Bossobee (talk | contribs)
Bossobee (talk | contribs)
 
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Line 12: Line 12:
| images = KOF94 Daimon clA.png
| images = KOF94 Daimon clA.png
| hitboxes =  
| hitboxes =  
| damage = 9-12
| 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 = 12-15
| 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 = 27-34
| 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 = 32-41
| damage = 43-48
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel =  
| cancel = SP
| startup = 6
| 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 = 9-12
| 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 = 11-14
| 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 = KOF94 Daimon fC.png
| images = KOf94 Daimon fC.png
| hitboxes =  
| hitboxes =  
| damage = 26-33
| 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 = 33-42
| 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 = 30-47
| 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 = 9-12
| 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 = 9-12
| damage = 12-15
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High
| guard = High
| cancel = N/A
| cancel = N/A
| startup = 3
| 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 = 11-14
| damage = 14-17
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High
| guard = High
| cancel = N/A
| cancel = N/A
| startup = 3
| 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 = 30-39
| 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 = 33-42
| 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 = 33-42
| damage = 37-45
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High
| guard = High
| cancel = N/A
| cancel = N/A
| startup = 2
| startup = 6
| active = 8
| 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 = 30-49
| 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 623C.png
| 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

The King of Fighters '94

OverviewStrategyDataCombos

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.
11-14Mid5A, 2A, SP434+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.
15-17MidSP639-1+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.
33-40MidSP9810+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.
43-48MidSP77140+2-


Far Standing Normals

Far A

Goro Daimon
Daimon_fa
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.
13-15MidSP536+2+5-


Far B

Goro Daimon
Daimon_fb
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.
13-17MidSP559-30-


Far C

Goro Daimon
Daimon_fc
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.
33-41MidN/A9818-5-3-


Far D

Goro Daimon
Daimon_fd
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.
41-47MidN/A10518-3-1-


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.
36-53MidSP8815KD (+66)0-


Crouching Normals

2A

Goro Daimon
Daimon_2a
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.
11-14Mid5A, 2A, SP346+1+4-


2B

Goro Daimon
Daimon_2b
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.
9-12LowN/A548-1+2-


2C

Goro Daimon
Daimon_2c
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, 12-15MidSP (first hit only)73, 319-1+2-


2D

Goro Daimon
Daimon_2d
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.
32-43LowSP8810KD (+49)+5-


Jumping Normals

j.A

Goro Daimon
Daimon_ja
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.
12-15HighN/A6Until landing3 landing---


j.B

Goro Daimon
Daimon_jb
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.
14-17HighN/A6Until landing3 landing---


j.C

Goro Daimon
Daimon_jc
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.
36-44HighN/A67Until landing + 3---


j.D

Goro Daimon
Daimon_jd
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.
37-45HighN/A67Until landing + 3---


j.CD

Goro Daimon
Daimon_jcd
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.
37-45HighN/A67Until landing + 3KD--


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.
-MidN/A6814-1+1-


Throws

Tsukami Tatakitsuke

Goro Daimon
Daimon_farcthrow
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.
35-49ThrowN/A110KDN/A-


Juuji Shime

Goro Daimon
Daimon_closecthrow
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 tickThrowN/A110KDN/A-


Send-Off Foot Sweep

Goro Daimon
Daimon_dthrow
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.
35-49ThrowN/A110KDN/A-


Special Moves

Jirai Shin

Goro Daimon
Daimon_623a
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.
22-29LowN/A26134KD (+48)-34-



Goro Daimon
Daimon_623c
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.
22-29LowN/A36131+51-31-


Chou Ukemi

Goro Daimon
Daimon_214b
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/AN/AN/A10Total 24N/AN/A4-12 upper body, 13-22 full



Goro Daimon
Daimon_214d
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/AN/AN/A10Total 39N/AN/A7-21 upper body, 22-37 full


Tenchi Gaeshi

Goro Daimon
Daimon_632146c
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, 30-39ThrowN/A110KD (+90)N/A-


Chou Ousoto Geri

Goro Daimon
Daimon_641236d
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.
48-55ThrowN/A110KD (+69)N/A-


Desperation Moves

Jigoku Gokuraku Otoshi

Goro Daimon
Daimon_6321463214c
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.
137-156ThrowN/A110KD (+26)N/A-


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