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The King of Fighters '98 UMFE/Goro Daimon: Difference between revisions
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== Introduction == | == Introduction == | ||
== Changes from previous versions == | |||
'''98 to 98UM''' | |||
Normals: | |||
* f+A now hits overhead, but its damage was lowered from 25 to 18 points | |||
* GCCD got increased recovery | |||
* st.B got reduced priority, the hurtbox is now in front of the hitbox | |||
* st.C got reduced priority | |||
* st.D got reduced priority | |||
* j.C got reduced priority | |||
* df+Cs first hitbox got reduced priority | |||
Specials: | |||
* dp+As startup was reduced from 28 frames to 20 frames | |||
* dp+A OTG bug was removed | |||
* hcb,f+K comes out faster and has a shorter back turning motion | |||
'''98UM to 98UMFE''' | |||
Normals: | |||
* df+Cs first hit now has its 98 hitbox back. | |||
Specials: | |||
* HCB,f+Ks Throw hitbox comes out faster | |||
Supers: | |||
* HCFx2+ K Super flash activates after the counter move connects, more recovery on whiff, Damage adjusted so that the third hit does the most damage | |||
== Normal Moves == | == Normal Moves == |
Revision as of 10:39, 9 October 2021
Introduction
Changes from previous versions
98 to 98UM Normals:
- f+A now hits overhead, but its damage was lowered from 25 to 18 points
- GCCD got increased recovery
- st.B got reduced priority, the hurtbox is now in front of the hitbox
- st.C got reduced priority
- st.D got reduced priority
- j.C got reduced priority
- df+Cs first hitbox got reduced priority
Specials:
- dp+As startup was reduced from 28 frames to 20 frames
- dp+A OTG bug was removed
- hcb,f+K comes out faster and has a shorter back turning motion
98UM to 98UMFE
Normals:
- df+Cs first hit now has its 98 hitbox back.
Specials:
- HCB,f+Ks Throw hitbox comes out faster
Supers:
- HCFx2+ K Super flash activates after the counter move connects, more recovery on whiff, Damage adjusted so that the third hit does the most damage
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
3 Stock/2 Stock Max/Low Health 1 Stock Extra Mode
- In any 1 stock combo, replace hcbx2+P with hcbx2+AC