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* Starter <br />In Kof 2002UM, each characters have different wake up frame. This will affect your combo route include starter and such.  
* Starter <br />In Kof 2002UM, each characters have different wake up frame. This will affect your combo route include starter and such.  
::Universal starter : j.CD(CH), raw BC, st.CD '''starter'''; df.C BC j.CD '''starter'''; st.CD or cr.D, BC '''starter''' (works if they missed quick rise); GCCD, BC '''starter'''.
::Universal starters : j.CD(CH), raw BC, st.CD '''starter'''; df+C(anti-air) BC j.CD '''starter'''; st.CD or cr.D, BC '''starter''' (works if they missed quick rise); GCCD, BC '''starter'''.
::The (SC) hcfx2+K for the double loop is a universal extension.
::The (SC) hcfx2+K for the double loop is a universal extension.



Revision as of 11:02, 13 June 2022

Movelist

Throws

Crucifixion Press - close, / +

Sliding Foot Takedown - close, / +

Command Move

Cranium Cruncher - +

Special Moves

Minelayer - + /

Super Ukemi - + /

Cloud Tosser - +

Stump Throw - +

Earth Mover - + /

Supper Ohsotogari - + /

Reverse Drop - + /

Root Countermaneuver - + /

Desperation Moves

Heaven-to-Hell Drop - + /

Stormy Mountain Uprooter - + /

Super Stump Throw - + /
Super Earth Mover - + /

Super Desperation Moves

Heaven-to-Hell Drop - +

Stormy Mountain Uprooter - +

Super Stump Throw - + /
Super Earth Mover - + /

Hidden Super Desperation Move

Fu Rin Ka Zan - +

Quick Starter Combo Reference

Notation

0 Bar

Low

Anywhere

cr.B, hcb,f+P = 25%

cl.D, hcf+C = 21%

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

Crucifixion Press [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

Sliding Foot Takedown [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 Move

Cranium Cruncher [Zujo Barai] - (df + C)

  • Goro's forearm uppercut that can be used as an anti-air. Doesn't have as much priority and range as the 98 version though.
  • Only cancelable into super
  • Can combo from any cancelable normal that doesn't knockdown

Special Moves

Minelayer [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

Super Ukemi [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.

Cloud Tosser [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

Stump Throw [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

Supper Ohsotogari [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

Earth Mover [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

Root Countermaneuver [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

Reverse Drop [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 Moves

Heaven-to-Hell Drop [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

Stormy Mountain Uprooter - close, (hcf x 2 + B/D),

Super Stump Throw during Stormy Mountain Uprooter (hcf + B/D)
Super Earth Move during Super Stump Throw (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 (Stormy Mountain Uprooter/hcfx2+BD) is his throw from the qcf+K counter that does 10% damage
  • The second section (Super Stump Throw/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 (Super Earth Move/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 + A+C)

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

Nekko Meki - hcf x 2 + B+D (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

Hidden Super Desperation Move

Hourinkazan - hcb x 2 + B+D

  • Goro pounds the ground, then runs up behind the opponent to slam them, (like his hcb,f+K) then slams and ground pounds again (with Kanji flashing in the background) ending in a small explosion
  • This is a HSDM version of Goro's dp+A ground pound special move that deals around 50% damage
  • The opponent must be crouching to evade
  • It can catch recovery rolling opponents if performed at the right time, and if they aren't crouching at the end of the roll


Combos

0 Stock

Anywhere

  • cr.B, hcb,f+P
cr.B is plus on hit so Daimon can link hcb,f+P after it for a decent hitconfirm. 25%.

 ★ cl.A, st.B, hcb,f+P

Better hitconfirm if not for cl.B tending to come out instead of st.B when point blank. 27%.

 ★ cl.D, hcf+C

Easier than the previous one but not a confirm so best kept after a jump-in or as a punish. 21%.
  • (against standing opponent) cr.D, qcb+B, dp+A OTG
cr.D being very fast make this good for a whiff punish conversion. 21%.
  • (against airborne opponent) df+C, hcf+A
Situational anti-air conversion. df+C should preferably hit pretty low to then link hcf+A. 27%.
  • j.CD, (run,) qcb+K, hcf+C
Whiff cancel qcb+K into hcf+C for more meter build, you can run and omit qcb+K when far for better consistency. 21%.

 ★ (against standing opponent) j.CD(CH), (st.CD, qcb+K, dp+A OTG) or (df+C, hcf+A)

j.CD being a good pressure tool make this conversion important to learn. 33/37%.


1 Stock

Anywhere

  • cr.B, hcbx2+P
cr.B is plus on hit so you can link the DM grab after it though it's much less comfier than the meterless route. 30%.
  • cr.A, df+C, hcbx2+P
cr.A being faster, safer and having more range are why it's preferred to the more damaging cl.C. This is a pretty hard cancel, not mandatory though great to have. 37%.


2 Stocks

Anywhere

  • cr.A, df+C, BC run, cr.A, df+C, hcbx2+P
Same as above, hard route that's not very useful until the player is somewhat consistent at it. Spending these 2 bars on pound loops is preferred. 42%.


3 Stocks

Anywhere

  • cr.A, df+C, BC run, cr.A, df+C, hcbx2+AC
Same as above, hard route that's not very useful until the player is somewhat consistent at it. Spending these 3 bars on pound loops is preferred. 61%.


Ground Pound Combo (advanced)

When you cancel one of Daimon's normals on hit, or his dp+P (either hit or whiff), his ground pound dp+A becomes an OTG for the next second or so.

2 simple samples involving his ground pound are noted in his 0 stock combos but this effect can lead to much more.

This move is suitable for extended combo, which is one of the most efficient combos in the game. (1 stock 60%, 2 stock 80%, 3 stock ToD)

So this section will talk about this very specific combo.

But before we start it there are several information you need to know.

This combo is one of the most situational combo. And there are so many restrictions around this combo. Thus we recommend you to memorize most of them if possible.
  1. The first and the biggest restriction this combo has is

    You can't use this combo if your opponent were crouched before the knockdown

    Kof has a legacy system, which keeps one's status before their knock down, whether standing or crouching.
    So crouched player will be considered as crouched till they stand up, and any knock down won't change it.
    By following this system your ground pound combo never going to work if they were crouched. Since it makes them keep crouching until full wake up.
  2. Them doing quick rise after ground pound will mess the timing of your combo. you have to do it faster if they did. Wrong timing makes it not working.
    for example, no quick rise / early ground pound. This will drop.
    will talk about the detail later, but the quick rise also affects your combo route.


  • The Basic.
    Starter, dp+C(whiff cancel), qcb+B, (dp+A, qcb+K or qcf+K)×N
    (dp+A, qcb+K or qcf+K) is the loop. You can max it upto 4 times for each max mode duration.
    Doing dp+C, qcb+B, dp+A as fast as you can after the mode activation is the key of the combo. We recommend you to practice with Maxima first to get the feeling of it.


  • Starter
    In Kof 2002UM, each characters have different wake up frame. This will affect your combo route include starter and such.
Universal starters : j.CD(CH), raw BC, st.CD starter; df+C(anti-air) BC j.CD starter; st.CD or cr.D, BC starter (works if they missed quick rise); GCCD, BC starter.
The (SC) hcfx2+K for the double loop is a universal extension.
(-13F) - Ralf, Yuri
(-11F) - Athena
(-9F) - Whip
(-7F) - Yamazaki, Kula
Double loop without SC works below.
(-6F) - Joe, Robert, Angel, Kasumi
(-5F) - Kim, B. Mary, Hinako, Mature, Ryo, Foxy, Mai
(-3F) - K', Takuma
j.CD counter raw Max hcf+A starter works below.
(-2F) - Yashiro, Lin
hcb,f+P raw Max starter works below.
(-1F) - Daimon, Terry, Kensou, Clark, May Lee, Vanessa
(0F) - Kyo, Chang, Choi, Vice, Shingo, King, KUSANAGI, Kyo-1, Kyo-2, Nameless
hop.CD raw Max starter works below.
(+2F) - Leona, Iori
(+3F) - Chris, Heidern, Chin
(+4F) - Andy, Bao, Xiangfei
(+5F) - Billy, Shermie
(+6F) - Benimaru, Ramon, Jhun
(+10F) - Maxima
Note : You can still success limited route against one or two frame faster from the chart, which will be pretty tight.
So you can actually hcb,f+P raw Max route against Yashiro and Lin.

You can have as many additional loops with double loop routes, but quick rise at last ground pound will break it. So additional loops are very specific situation.

Videos

Daimon Pound Loop Samples by Moraedev
Nikolai-保力達 (Goro Best Rounds)
Nikolai-保力達 (Goro Best Rounds 2)
Goro Master Class

External Links

Check Goro Daimon's frame data

Discuss at 02UM Discord server

Discuss at Dream Cancel

Discuss at ON


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