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The King of Fighters 2002 UM/Goro Daimon: Difference between revisions
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'''Close''' | '''Close''' | ||
*cl.A/B/C/D are all cancel-able | *cl.A/B/C/D are all cancel-able | ||
*cl.A is chain-able into itself and into cr.A, & far B | *cl.A is chain-able into itself and into cr.A, cr. A & far B | ||
*cl.B whiffs on crouching opponents | *cl.B whiffs on crouching opponents | ||
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*far D can be used as a poke to stop jump-ins and incoming hops. It whiffs on crouching opponents | *far D can be used as a poke to stop jump-ins and incoming hops. It whiffs on crouching opponents | ||
'''Crouch''' | |||
*cr. A, and cr. D are cancel-able | |||
*cr. D can be whiff cancelled | |||
*cr. B and cr. D hits low | |||
*cr. B is chain-able from cl. A | |||
*cr. B has a shorter horizontal range than st. B. while cr. D has a shorter range than cr.B | |||
'''Jumping''' | |||
*j.A is good for jumping in air-to-ground | |||
*j.B can cross-up | |||
*j.C swings downward at a short horizontal range & is good for air-to-ground | |||
*j.D is good for jumping in air-to-ground and can instant overhead crouching opponents because of the deep downward hit-box | |||
'''Blowback''' | |||
*st. CD can be whiff cancel and has good horizontal range | |||
*j. CD on hit causes a hard knockdown, and a counter wire on counter hit | |||
==Throws== | ==Throws== |
Revision as of 01:57, 1 December 2014
Normals
Close
- cl.A/B/C/D are all cancel-able
- cl.A is chain-able into itself and into cr.A, cr. A & far B
- cl.B whiffs on crouching opponents
Stand
- only far B is cancel-able
- far. A is a good poke that can be used to stop incoming hops and it does not whiff on crouching opponents
- far B is a good poke that hits low and is cancel-able
- far C has the same vertical height has far A and be used to stop incoming hops in advance
- far D can be used as a poke to stop jump-ins and incoming hops. It whiffs on crouching opponents
Crouch
- cr. A, and cr. D are cancel-able
- cr. D can be whiff cancelled
- cr. B and cr. D hits low
- cr. B is chain-able from cl. A
- cr. B has a shorter horizontal range than st. B. while cr. D has a shorter range than cr.B
Jumping
- j.A is good for jumping in air-to-ground
- j.B can cross-up
- j.C swings downward at a short horizontal range & is good for air-to-ground
- j.D is good for jumping in air-to-ground and can instant overhead crouching opponents because of the deep downward hit-box
Blowback
- st. CD can be whiff cancel and has good horizontal range
- j. CD on hit causes a hard knockdown, and a counter wire on counter hit
Throws
Juuji Shime - close, b or f + C
Okuri Kyaku Harai - close, b or f + D
Command Moves
Zujo Barai - df + C
Special Moves
Jiraishin - dp + A/C (A button pounds the ground while C button is a feint)
Chou Ukemi - qcb + B/D
Kumo Tsukami - hcf + A
Kirikabu Gaeshi - hcf + C
Chou Oosotogari - close, dp + B/D
Tenchi Gaeshi - close, hcb, f + A/C
Nekko Gaeshi - qcf + B/D
Ura Nage - close, hcb, f + B/D
Desperation Move
Jigoku Otoshi Gokuraku: close, hcb x 2 + A/C
Nekko Meki - hcf x 2 + B/D (then hcf + B/D, then dp + B/D)
Super Desperation Moves
Jigoku Otoshi Gokuraku - close, hcb x 2 + AC
Nekko Meki - hcf x 2 + BD (then, hcf + B/D, dp + B/D)
HSDM
Hourinkazan - hcb x 2 + BD
Discussion Threads
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Videos
Goro Master Class