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The King of Fighters '98 UMFE/Goro Daimon: Difference between revisions
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===1 Stock=== | ===1 Stock=== | ||
''Anywhere'' | ''Anywhere'' | ||
* | *cl.B, hcbx2+P | ||
*(jump-in), cl.C, hcbx2+P | *(jump-in), cl.C, hcbx2+P |
Revision as of 06:19, 30 September 2021
Introduction
Normal Moves
Format for Normals section. Be sure to add bullet points for multiple moves having a property (e.g. j. B/D cross-up; st/cr. A/B/C/D are whiff/cancelable). REMOVE AFTER WRITING IN
Close
- cl. A:
- cl. B:
- cl. C:
- cl. D:
Stand
- st. A:
- st. B:
- st. C:
- st. D:
Crouch
- cr. A:
- cr. B:
- cr. C:
- cr. D:
Jump
- j. A:
- j. B:
- j. C:
- j. D:
Blowback
- st. CD:
- j. CD:
Throws
Drag-Down Slam: (very close) f/b + C
Crucifixion Press: (close) f/b + C
Sliding Foot Takedown: (close) f/b + D
Command Throws
Ball Basher: f + A
Cranium Cruncher: df + C
Special Moves
Minelayer: dp + P (A pounds the ground, C version is a feint)
Super Ukemi: qcb + B/C
Cloud Tosser: hcf + A
Stump Throw: hcf + C
Super Ohsotogari: (close) dp + B/D
Earth Mover: (close) hcb, f + A/C
Root Countermaneuver: qcf + B/D
Reverse Drop: hcb, f + B/D
Desperation Moves
Heaven-to-Hell Drop: (close) hcb hcb + A/C
Super Stump Throw: hcf hcf + B/D, hcf + B/D, dp + B/D, (during MAX) dp + B/D
Combos
0 Stock
Low
- cr.B, hcb,f+P
Anywhere
- cl.B, dp+K
- (jump-in), cl.C, hcb,f+P
Very Close
- (jump-in), cl.C, df+C, hcb,f+P
Anti-air
- df+C, hcf+A
- df+C (CH), qcb+B, df+C, hcf+A
- -Note: this can only be done on counterhit
Overhead
- f+A, hcf+C
1 Stock
Anywhere
- cl.B, hcbx2+P
- (jump-in), cl.C, hcbx2+P
- -Note: you can do this as (jump-in), hcb+C, hcb+P for an easier cancel