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The King of Fighters 2002/Goro Daimon
Movelist
Throws
1. Juuji Shime - b/f+C
- throw in which the player can mash to increase the number of hits (and opponent can mash to decrease it)
- hard knockdown
- possible to set up some unblockables off of this throw.
2. Okuri Ashi Barai - b/f+D
- sends opponent to the opposite side
- can be recovery rolled
- if they don't recovery roll, Daimon has enough time to jump over and set up some crossup situations
Command Normals
1. Zujou Barai - df+C
- Daimon raises his arm diagonally upwards as an anti-air, coming out fast
- startup time is not fast enough to use as a reversal against a meaty jump attacks
- enemy stays grounded if they are hit with it on the ground but it is easy to combo after if it hits in the air as a counterhit
- cancellable into DMs only
- free cancellable out of
Special Moves
1. Jirai Shin - dp+A
- Daimon pounds the ground, hitting the opponent as long as he is on the ground and not crouching, though he isn't required to be blocking
- has bad recovery, generally not a good idea to attempt to use this move in a match unless in a combo
- there is a glitch where this move can combo if the previous move knocked down the opponent and was cancelled into another move (for example, df+C, cancel hcfx2+K, dp+A)
- allows for some unblockable setups, as long as it hits on the first frame of the opponent getting up - this glitch is explained in it's own section
- can be recovery rolled
- free cancellable out of
2. Jirai Shin (Fake) - dp+C
- same startup animation as dp+A, but Daimon doesn't actually pound the ground, instead recovering pretty quickly
- the purpose is to trick players into jumping or crouching, so that you can either anti-air them or get in for a throw
2. Chou Oosotogari - dp+K
- delayed grab with a lot of invinciblity
- very useful when the opponent is waking up
- hard knockdown and gives enough time to set up another mixup on wakeup
3. Chou Ukemi - qcb+K
- Daimon will do a forward roll that has some invincibility on startup, including throw invinciblity
- qcb+D makes him roll further than qcb+B, though overall it isn't very useful compared to a normal roll
- does not go through the opponent, unlike normal rolls, unless the opponent is knocked down from really close(like a sweep or stand CD) and the knockdown attack is cancelled into a roll
4. Nekko Gaeshi - qcf+K
- a counter move that will reverse mid to high normal attacks(including command normals like K9999's f+A)
- does not work on jump attacks, low attacks or special moves/supers
- when countered, the opponent is grabbed and thrown down to the opposide side
- hard knockdown and the opponent is in a back-turned state
- generally it is difficult to make use of this move, though it is fairly effective against a few characters that have really good pokes, such as Kula, Yashiro and Daimon
5. Kumo Tsukami Nage - hcf+A
- an anti-air grab that has good upperbody invincibility
- it requires good reaction to be able to anti-air with this move as it does have some startup time
- not feasible to use if the opponent is coming down with a meaty jump attack on your wakeup, but it works well if you can react to the starting points of a jumpin
- opponent is thrown on the opposite side with their back turned and can't recovery roll
- generally it is hard to hit with this move and so it's advisable to stick to df+C for anti-airs instead.
6. Kikikabu Gaeshi - hcf+C
- blockable "grab" move that is angled at the ground in front of him
- has some lower body invincibility and decent enough recovery that it is very difficult for most characters to be able to counter after blocking it
- opponent is thrown on the opposite side with their back turned and can't recovery roll
- can also grab characters when they are already knocked down after certain moves, such as after a stand CD, jump CD, crouch D, dp+A and hcfx2+K
7. Tenchi Gaeshi - hcb f+P
- instant grab with good range
- opponent is thrown into the air and cannot recovery roll, also giving Daimon lots of time to set up the next mixup on the opponent
8. Ura Nage - hcb f+K
- Daimon will run forward almost a full screen length and attempt to grab the opponent
- running animation surprisingly has lower body invinciblity, but the grab can actually be rolled through
- hard knockdown move
- you will probably never land it on anyone since it is so slow, so it's advisable to never use this move
- there is a glitch that lets Daimon do the running portion of the move but not grab (as long as he isn't in range to grab). It will also make him run about half screen as opposed to almost full screen. To do it, enter the move as hcb f+ABCD
DMs
1. Jigoku Gokuraku Otoshi - hcbx2+P
- instant grab that does slightly more damage than his hcb f+P
- hard knockdown
- the downside is that it wastes one stock to use and does not give Daimon enough time to set up much of a mixup on the opponent's wakeup
- There are also very few characters in which Daimon can set up an unblockable dp+A after it, but he can set it up after an hcb f+P against almost anyone
2. Arashi no Yama - hcfx2+K, hcf+K, dp+K
- Daimon goes into a stance for about a second where he has full autoguard. If the opponent is still in throw range after that, he will grab them and throw them to the ground. This is the hcfx2+K portion of the move.
- you can input hcf+K after this to make Daimon pick them up off the ground and throw them to the opposite side
- then you can either do dp+K for the final finish of the move, or use hcf+C which will grab them off the ground. They do roughly the same damage, though doing hcf+C will build a little meter and set up a Daimon unblockable (depending on character).
- the hcfx2+K autoguard is very useful against certain moves that have too much pushback (if they hit or are blocked) to be punished normally, since autoguard makes moves connect with no pushback. An example would be Robert's f+A.
SDMs
1. Jigoku Gokuraku Otoshi - hcbx2+AC
- instant grab that does about 50% damage
- fairly worth it if you can land it (preferably in a max combo)
- hard knockdown but it gives Daimon no opportunities to keep the pressure on the opponent after landing it unless they are in the corner
2. Arashi no Yama - hcfx2+K, hcf+K, dp+K
- works the same as his DM version, though the final dp+K followup does a lot of damage in comparison to going for an hcf+C off the ground
- the fact that you have to go into maxmode to use it and it isn't comboable makes it not that useful.
HSDM
Furinkazan - dp rdp+BC
- works exactly like his dp+A earthquake, except takes much longer to come out, has no fake version (his dp+C) and does the most damage in the game than any other move (about 75%)
- Aside from using this in Damon unblockable setups, it's pretty unlikely you will hit anyone with it because of how slow it is and the fact that the HSDM sound and flash makes it even more obvious. The move has autoguard though, so it can have some very specialized applications which I'm still testing out
- The motion for this move is pretty awkward, but can be executed with a shortcut(well, technically more inputs, but easier to input) hcbx3+BC
Combos
Anywhere
1. [Jump attack] Close C/Close D/Crouch A, hcb f+C
This is one of Daimon's most important combos. It's easy to do and does decent damage, and many characters can be set up for an unblockable afterwards. hcb f+C is used instead of A, because there is a chance that hcb f+P can execute as hcf+P and you don't want to be whiffing an anti-air hcf+A.
Crouch A is used in the combo in case you couldn't get close enough to trigger the close C/D as opposed to the far C/D.
2. [Jump attack] Close C/Close D, hcf+C
The main reason you'd use this combo is if there is an unblockable setup after hcf+C and it doesn't exist for hcb f+P. Also, if Daimon is in the corner and does this combo, the opponent will go into the corner, with their back turned.
3. [Jump attack] Close C/Close D, df+C, hcbx2+P
Difficult combo, particularly going from df+C to hcbx2+P. Since Daimon doesn't have a qcb+P/hcb+P move, you can apply the shortcut hcb+C, df+C, hcb+P to perform this combo. It won't work after a jump attack (unless you are crossing up) and it will only work if you are really close to the opponent.
4. [Jump attack] Close C/Close D, BC, run up Close C/Close D, hcbx2+AC
Does good damage though takes 3 stocks which may or may not be worth it depending on the situation.
5. [Jump attack] Close C, BC, run up Close C/Crouch A, hcb f+C, HSDM unblockable
If Daimon has an unblockable HSDM setup against the character he is fighting against and if they have a lot of health(preferably near full health), then this combo is advisable to do.
6. (Opponent in air) df+C(CH), run up far D/hcf+A
Depending on the distance, you may not be able to run forward and land hcf+A in time, but if the df+C hits fairly close, then the damage and other benefits(hard knockdown with back turned) are better than using far D.
7. (Already in maxmode) df+C, (C)qcf+K, dp+A/HSDM
Daimon has a glitch that allows him to combo his earthquake moves after cancelling his df+C into a special move/super.
8. (opponent in air) df+C(CH), BC, run forward df+C, (C)qcf+K, dp+A/HSDM
Just like the above combo, except the activation is during the combo, after the counterhit df+C. The problem is that if the initial df+C was not a counterhit, then the two stocks used for the max activation *may* have been for nothing.
9. (opponent in air) df+C, hcfx2+K/hcbx2+P, dp+A
This combo sets up the unblockable glitch without the initial maxmode activation. A shortcut can be used to make it easier - hcf df+C, hcf+K, dp+A.
Corner
Unblockable glitch with dp+A
Daimon has a glitch involving his earthquake moves (both his dp+A and his dp rdp+BC HSDM), which allows him to "combo" into it from any move that knocks down, as long as you time it on the exact frame that the opponent gets up off the ground.
Every move has it's own amount of frames after Daimon has recovered from that move, until the frame comes up where the earthquake would be unblockable. Since every move has a certain amount of frames it takes to execute and recover, it is possible to whiff a sequence of moves (normals, special moves, supers, jumps, rolls, backdashes, maxmode activation) with no frame gaps in between, such that when the earthquake is executed, it ends up coming out on the exact frame needed.
Unfortunately, each character also has their own speed which they get up from a knockdown, so in order to master this unblockable glitch, you must memorize the sequence of special moves to whiff, after every knockdown attack, against every character.
Let's use Whip as an example. After landing the hcb f+P grab, if you immediately do a dp+K(as a reversal from the recovery of the hcb f+P), then dp+A immediately after recovering from the dp+K, the dp+A will be unblockable. If you did qcf+K instead of dp+K, it won't work out because dp+K executes too quickly.
Kim/Ryo/Mary/Mai/K9999:
- hcb f+P, super jump attack(as coming down), dp+A
- (already in maxmode) hcb f+P, hcb f+ABCD, HSDM
Clark/Kensou/May Lee/Vanessa:
- hcb f+P, jump attack(as coming down), dp+A
- hcb f+P, hcfx2+K, CD -> dp+A(useless, use the one above)
Kyo/Kusanagi/Vice/Daimon/Choi/Seth/Chang:
- hcb f+P, jump attack(when going up), dp+A
Iori/Leona:
- hcb f+P, CD, dp+A
- hcb f+P, qcf+K, CD -> dp+A
- (already in maxmode) hcb f+P, qcb+B, HSDM
- f+C(throw), hcfx2+K, dp+A
Mature:
- hcb f+P, super jump attack(when going up), dp+A
- hcbx2+P, dp+A
Benimaru:
- hcb f+P, qcb+B, CD -> dp+A
- (already in maxmode) hcb f+P, dp+K, HSDM
- hcf+P, qcf+K, dp+A
- (already in maxmode) hcfx2+BD hcf+K dp+K, qcf+K, dp+A
Whip:
- hcb f+P, dp+K, dp+A
Robert/Angel/Joe:
- hcb f+P, dp+K, dp+A
- (already in maxmode) qcf+K, HSDM
Athena:
- (already in maxmode) hcf+P, HSDM
Maxima:
- hcb f+P, hcb f+P, CD -> dp+A
- hcb f+P, hcfx2+K, hcfx2+K, dp+A(useless, just use above)
- hcf+P, qcb+B, dp+A
- hcf+P, roll, dp+A(use the qcb+B one though, easier and builds meter)
- (already in maxmode) hcfx2+BD hcf+K dp+K, qcb+B(or roll), dp+A
- qcf+K, BC, dp+A
Chin:
- hcf+P, hcb f+ABCD, dp+A(outside corner)
- hcf+P, hcfx2+K, dp+A(in corner)
- (already in maxmode) hcbx2+AC, dp+A
- (already in maxmode) hcfx2+BD hcf+K dp+K, hcfx2+K, dp+A
Terry
- hcb f+P, qcb+D, dp+A
- (already in maxmode) hcb f+P, qcf+K, HSDM
- dp+K, CD -> dp+A
Yashiro:
- hcb f+P, qcb+D, dp+A
- (already in maxmode) hcb f+P, qcf+K, HSDM
Chris:
- hcf+P, hcb f+ABCD, dp+A(outside corner)
- hcf+P, hcfx2+K, dp+A(in corner)
- (already in max) hcfx2+BD hcf+K dp+K, hcfx2+K, dp+A
Andy:
- dp+K, CD -> dp+A
- (already in maxmode) hcb f+P, dp+C, HSDM
Ramon:
- (already in maxmode) hcb f+P, hcb f+P, HSDM
- hcf+P, qcf+K, dp+A
- (already in maxmode) dp+K, HSDM
- (already in maxmode) hcfx2+BD hcf+K dp+K, qcf+K, dp+A
Kula/Yamazaki:
- hcb f+P, hcb f+P, dp+A
- hcf+P, CD -> dp+A
- (already in maxmode) hcfx2+BD hcf+K dp+K, CD -> dp+A
K'/Takuma:
- hcb f+P, backdash, CD -> dp+A
- hcb f+P, BC, HSDM
- hcb f+K, dp+A
Shermie/Billy:
- f+C(throw), qcf+K, dp+A
- hcf+P, BC, dp+A
- (already in maxmode) hcb f+P, hcb f+P, HSDM
- (already in maxmode) hcfx2+BD hcf+K dp+K, BC, dp+A