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The King of Fighters 2002 UM/Goro Daimon: Difference between revisions
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* Hard knockdown | * Hard knockdown | ||
Nekko Meki - hcf x 2 + B/D | '''Nekko Meki''' - close, (hcf x 2 + B/D, hcf + B/D, then dp + B/D) | ||
* This is both an auto-guard move and a delayed command throw Desperation Move. | |||
* The auto-guard comes first then the delayed command throw. Opponents moves that are too far away that are auto-guarded, won't be caught by Goro's throw. If no moves are auto-guarded, the delayed command throw will still release if the opponent is in range. | |||
* The first section of this DM (hcfx2+BD) is his throw from the qcf+K counter that does 10% damage | |||
* The second section (hcf+K, Goro turns around after the first throw) is his hcf+P throw that does 12% damage. Goro recovers faster than the opponent wakes up which gives it the best okizeme opportunity. | |||
* The final section (dp+K) is the body slam from his hcb,f+K throw that deals around 14% damage. Goro and the opponent recover around the same time after the knockdown. | |||
* Hard knockdown | |||
==Super Desperation Moves== | ==Super Desperation Moves== |
Revision as of 15:46, 7 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)
- Goro's anti-air command throw. Can throw falling opponents from a counter wire wall bounce.
- In counter hit state during command throw animation
- The opponent lands near the corner of the screen
- Can be beaten out by active jumping normal attacks
- Hard knockdown
Kirikabu Gaeshi - hcf + C
- Goro snatches the opponent off the ground (standing or laying down), then slams them the opposite direction. The opponent lands close to the corner of the screen.
- Can be blocked; Goro gains a great amount of push-back away from the opponent
- Can only throw OTG (on the ground) opponents that have not tech rolled
- Hard knockdown
Chou Oosotogari - close, dp + B/D
- Goro grabs the opponent then leg-trips them
- This is a delayed command throw that has some invincibility while Goro's steps toward the opponent
- The opponent bounces on the ground 3 times, then lands near the corner of the screen
- Hard knockdown
Tenchi Gaeshi - close, hcb, f + A/C
- Goro grabs and slams the opponent, then tosses them in the air. Goro steps forward during the toss a few character spaces from his original position.
- The opponent lands half-screen away from Goro. Goro recovers faster than the opponent wakes up.
- Has a whiff animation
- 1 Frame command throw
- Hard knockdown
Nekko Gaeshi - (qcf + B/D)
- After countering the opponent's attack, Goro grabs the opponent and over shoulder throws them
- The opponent lands a little under a half-screen distance away from Goro. Goro stands up and recovers before the opponent wakes up
- Can only counter standing mid attacks
- Hard knockdown
Ura Nage - close, (hcb, f + B/D)
- Goro runs toward the opponent, slides behind them, then body slams them
- The opponent lands a 3/4th screen distance away from Goro, near the corner
- Goro recovers rather slow after slamming the opponent
- Goro is in a counter hit state while running towards the opponent
- Hard knockdown
Desperation Move
Jigoku Otoshi Gokuraku - close, (hcb x 2 + A/C)
- This is the DM version of his hcb,f+P special move. Goro slams the opponent several times, to toss them towards the corner of the screen
- Can be cancelled from Goro's cancel-able normals
- Goro recovers almost around the same time the opponent wakes up
- 1 Frame command throw
- Hard knockdown
Nekko Meki - close, (hcf x 2 + B/D, hcf + B/D, then dp + B/D)
- This is both an auto-guard move and a delayed command throw Desperation Move.
- The auto-guard comes first then the delayed command throw. Opponents moves that are too far away that are auto-guarded, won't be caught by Goro's throw. If no moves are auto-guarded, the delayed command throw will still release if the opponent is in range.
- The first section of this DM (hcfx2+BD) is his throw from the qcf+K counter that does 10% damage
- The second section (hcf+K, Goro turns around after the first throw) is his hcf+P throw that does 12% damage. Goro recovers faster than the opponent wakes up which gives it the best okizeme opportunity.
- The final section (dp+K) is the body slam from his hcb,f+K throw that deals around 14% damage. Goro and the opponent recover around the same time after the knockdown.
- Hard knockdown
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
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Videos
Goro Master Class