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The King of Fighters XIV/Goro Daimon: Difference between revisions

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Anywhere<br/>
Anywhere<br/>
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cl.C, cr.C, qcb+B, dp+K [SC] qcfx2+K = 519 dmg
cl.C, cr.C, qcb+B, dp+K [SC] qcfx2+K = 519 dmg<br/>
hcb~f+P [SC] qcfx2+K = 315 dmg
hcb~f+P [SC] qcfx2+K = 315 dmg<br/>
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Revision as of 19:35, 8 September 2016

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Tsukami Tatakitsuke- close / +

Hiza Guruma - close / +

Command Normals

Zujou-Barai - +

Special Moves

Tenchi-Gaeshi - close, , + / (*)

Kumo-Tsukami Nage - + (*)

Kirikabu-Gaeshi - +

Jiraishi - + (*)

Jiraishi (Feint) - +

Chou Ukemi - + / (*)

Chou Oosoto-Gari - close + / (*)

Super Special Moves

Jigoku Gokuraku Otoshi - close + / (!)

Konten Otoshi - OTG + / (!)

Climax Super Special

Kyoutendouchi - parry +

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Anywhere
Anywhere

f.B, df+C, qcb+B, dp+K = 213 dmg
cr.C, hcf+A = 174 dmg

1 Meter

Anywhere

cl.C, cr.C, qcb+B, dp+K [SC] qcfx2+K = 406 dmg

2 Meters

Anywhere
Anywhere

cl.C, cr.C, qcb+B, dp+K [SC] qcfx2+K = 519 dmg
hcb~f+P [SC] qcfx2+K = 315 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

Notation

Rush Auto Combo

Meterless: 215 dmg

1 Meter: 239 dmg

EX: 339 dmg

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

  • cl.C, cr.C, qcb+B, dp+K [SC] qcfx2+K = 406 dmg

(same confirm, with a super)

  • hcb~f+P [SC] qcfx2+K = 201 dmg
  • (corner) cl.C, cr.C [BC] cl.C, cr.C, dp+PP, cr.C, hcf+A = 423 dmg

(A swag combo. Will throw them out of the corner though.)

2 meters

  • cl.C, cr.C, qcb+B, dp+K [SC] qcfx2+K = 519 dmg

(same confirm, with a level 2 super.)

  • hcb~f+P [SC] qcfx2+K = 315 dmg

3 meters

  • cl.C, cr.C, hcb~f+P [CC] qcfx2+PP = 561 dmg

(When cancelling into the climax, do the input as soon as Daimon throws them off screen)

  • hcb~f+P [CC] qcfx2+PP = 486 dmg

4 meters

  • cl.C, cr.C, qcb+B, dp+K [SC] qcfx2+K [CC] qcfx2+PP = 661 dmg

(same confirm, with a climax cancel)

5 meters

  • cl.C, cr.C [SC] hcbx2+PP [CC] qcfx2+PP = 733 dmg

(Uses the other super for actual damage.)

Misc

Videos

External Links

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina