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The King of Fighters 2002 UM/Goro Daimon: Difference between revisions
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==Special Moves== | ==Special Moves== | ||
Chou Ukemi - qcb + B/D | '''Jiraishin''' - (dp + A/C) | ||
* A button pounds the ground while C button is a feint | |||
* Ground pound only hits standing opponents; can be evade if crouching | |||
* Soft knockdown | |||
'''Chou Ukemi''' - qcb + B/D | |||
* Goro's cancel-able command roll. Doesn't have any invincibility frames at any point during the duration of the move. | |||
* Can be cancelled from Goro's cancel-able normals | |||
* B (light kick) version travels shorter than the A+B roll, while D (heavy kick) travels a bit further. | |||
Kumo Tsukami - hcf + A | Kumo Tsukami - hcf + A | ||
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Ura Nage - close, hcb, f + B/D | Ura Nage - close, hcb, f + B/D | ||
==Desperation Move== | ==Desperation Move== |
Revision as of 19:25, 3 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)
- Goro grabs the opponent and chokes them ground
- Can be mashed out of by the opponent to lessen damage
- Causes hard knockdown
- The opponent lands less than a half-screen distance away from Goro, and Goro recovers faster than the opponent wakes up
Okuri Kyaku Harai - close, (b or f + D)
- Goro grabs and trips the opponent
- Causes a soft knockdown
- The opponent lands two character spaces away from Goro
Command Moves
Zujo Barai - (df + C)
- Goro's forearm uppercut that can be used as an anti-air. Not as powerful and spacial as his 98 version though.
- Only super cancel-able
- Can combo from his light normals, and close D (heavy kick)
Special Moves
Jiraishin - (dp + A/C)
- A button pounds the ground while C button is a feint
- Ground pound only hits standing opponents; can be evade if crouching
- Soft knockdown
Chou Ukemi - qcb + B/D
- Goro's cancel-able command roll. Doesn't have any invincibility frames at any point during the duration of the move.
- Can be cancelled from Goro's cancel-able normals
- B (light kick) version travels shorter than the A+B roll, while D (heavy kick) travels a bit further.
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
Discuss at Dream Cancel
Discuss at ON
Videos
Goro Master Class