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The King of Fighters XIV/Goro Daimon: Difference between revisions
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==0 meter== | ==0 meter== | ||
* ( | * f.B, df+C, qcb+B, dp+K = 213 dmg | ||
( | (Can substitute f.B for any close normal but cl.D, or cr.A or cr.C. The qcb+B special cancels into dp+K, so the timing can be tricky.) | ||
* j.D, cl.C, df+C, qcb+B, dp+K = 309 dmg | |||
(Same as above, but off a jump in.) | |||
* cr.C hcf+A = 174 dmg | |||
(An anti-air combo. You can just buffer the hcf+A since it'll only come out if cr.C connects.) | |||
* (corner) st.CD, qcb+D, df+C, hcf+A = 222 dmg | |||
(I include the qcb+D because it allows you to move in if you are not directly already in the corner. Though considering you toss them out of the corner, you might just want to do a normal for a reset) | |||
==1 meter== | ==1 meter== |
Revision as of 16:45, 8 September 2016
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Tsukami Tatakitsuke- close / +
Command Normals
Special Moves
Tenchi-Gaeshi - close, , + / (*)
Chou Oosoto-Gari - close + / (*)
Super Special Moves
Jigoku Gokuraku Otoshi - close + / (!)
Climax Super Special
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters | Anywhere | (Combo 1) = (damage number here) dmg |
Gameplay Overview
Normals
Standing
- st. A
- st. B
- st. C
- st. D
Close
- cl. A
- cl. B
- cl. C
- cl. D
Crouching
- cr. A
- cr. B
- cr. C
- cr. D
Jumping
- j. A
- j. B
- j. C
- j. D
Blowback
- st. CD:
- j. CD:
Throws
name of throw - (b/f+C) close
- (description)
- Can be broken
- (soft or hard knockdown)
name of throw - (b/f+D) close
- (description)
- Can be broken
- (soft or hard knockdown)
Command Moves
name of command normal - - (place motion here example f+A)
- (description here)
name of command normal - (motion here) (if in air)
- (description here)
name of motion - (motion here)
- (description here)
Special Moves
name of special move' - (place motion here example qcf + A/C)
- (description here)
- (description here)
- (description here)
EX: (description here)
name of special move - (place motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
name of move - (motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
- name of follow up move - (motion here)
- (description here)
- name of follow up move - (motion here)
- (description here)
- EX: (description here)
name of move here - (motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
name of move - (motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
Super Special Moves
name of move - (motion here)
- (description here)
- (description here)
- (description here)
Max:
- follow up move - (motion if possible qcfx4 + B/D)
- (description here)
- (description here)
- (description here)
Climax Super Special Moves
name of move - (motion here qcf, qcf + B+D)
- (description here)
- (description here)
- (description here)
Combos
- (any special information about the character combos if needed)
Rush Auto Combo
Meterless: description here
1 Meter: description here
EX: description here
0 meter
- f.B, df+C, qcb+B, dp+K = 213 dmg
(Can substitute f.B for any close normal but cl.D, or cr.A or cr.C. The qcb+B special cancels into dp+K, so the timing can be tricky.)
- j.D, cl.C, df+C, qcb+B, dp+K = 309 dmg
(Same as above, but off a jump in.)
- cr.C hcf+A = 174 dmg
(An anti-air combo. You can just buffer the hcf+A since it'll only come out if cr.C connects.)
- (corner) st.CD, qcb+D, df+C, hcf+A = 222 dmg
(I include the qcb+D because it allows you to move in if you are not directly already in the corner. Though considering you toss them out of the corner, you might just want to do a normal for a reset)
1 meter
- (place combo here) = (place damage amount here)
(place combo description here)
2 meters
- (place combo here) = (place damage amount here)
(place combo description here)
3 meters
- (place combo here) = (place damage amount here)
(place combo description here)
4 meters
- (place combo here) = (place damage amount here)
(place combo description here)
5 meters
- (place combo here) = (place damage amount here)
(place combo description here)