-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

The King of Fighters 2002 UM/Goro Daimon: Difference between revisions

From Dream Cancel Wiki
Jump to navigation Jump to search
Line 186: Line 186:
* This is a stronger version of the normal DM version that deals around 55% damage
* This is a stronger version of the normal DM version that deals around 55% damage


* The last section (dp+K) is a combination of the animations of his hcbx2+P DM and his dp+P anti-air throw
* The last section (dp+K) is a combination of the animations of his hcbx2+P DM and his hcf+A anti-air throw


* Hard knockdown
* Hard knockdown

Revision as of 15:54, 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)

  • This is a much more stronger version of the normal DM that deals around 45% damage
  • Hard knockdown

Nekko Meki - hcf x 2 + BD (then, hcf + B/D, dp + B/D)

  • This is a stronger version of the normal DM version that deals around 55% damage
  • The last section (dp+K) is a combination of the animations of his hcbx2+P DM and his hcf+A anti-air throw
  • Hard knockdown

HSDM

Hourinkazan - hcb x 2 + BD

  • This is a HSDM version of Goro's dp+A ground pound special move

Discussion Threads

Discuss at Dream Cancel

Discuss at ON


Videos

Goro Master Class


Navigation

The King of Fighters 2002 Unlimited Match
System

FAQControlsMovementOffenseDefenseGaugesAdvanced StrategyMiscellaneous

Characters
Bosses