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The King of Fighters XIV/Goro Daimon
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 |
f.B, df+C, qcb+B, dp+K = 213 dmg |
1 Meter |
Anywhere |
cl.C, cr.C, qcb+B, dp+K [SC] qcfx2+K = 406 dmg |
2 Meters |
Anywhere |
cl.C, cr.C, qcb+B, dp+K [SC] qcfx2+K = 519 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
Zujou-Barai - (df + C)
- Daimon crouches and swings his arm out.
- Combo filler, and a strong anti-air that is rewarding to connect with.
Special Moves
Tenchi-Gaeshi - (close hcb~f + A/C)
- (description here)
EX: (description here)
Kumo-Tsukami Nage - (hcf + A)
- (description here)
EX: (description here)
Kirikabu-Gaeshi - (hcf + C)
- (description here)
Jiraishi - (dp + A)
- (description here)
EX: (description here)
Jiraishi (feint) - (dp + C)
- (description here)
Chou Ukemi - (qcb + B/D)
- (description here)
EX: (description here)
Chou Oosoto-Gari - (close dp + B/D)
- (description here)
EX: (description here)
Super Special Moves
Jigoku Gokuraku Otoshi - (close hcbx2 + A/C)
- (description here)
Max:
Konten Otoshi - (OTG qcfx2 + B/D)
- (description here)
Max:
Climax Super Special Moves
name of move - (motion here qcf, qcf + B+D)
- (description here)
- (description here)
- (description here)
Combos
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.)