Goro Daimon (XIV)

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Revision as of 17:20, 8 September 2016 by Mr.Minionman (talk | contribs) (3 meters)

Charaimg daimon.png

Contents

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Tsukami Tatakitsuke- close   /   +  

Hiza Guruma - close   /   +  

Command Normals

Zujou-Barai -   +  

Special Moves

Tenchi-Gaeshi - close,  ,   +   /   (*)

Kumo-Tsukami Nage -   +   (*)

Kirikabu-Gaeshi -   +  

Jiraishi -   +   (*)

Jiraishi (Feint) -   +  

Chou Ukemi -   +   /   (*)

Chou Oosoto-Gari - close   +   /   (*)

Super Special Moves

Jigoku Gokuraku Otoshi - close     +   /  (!)

Konten Otoshi - OTG     +   /   (!)

Climax Super Special

Kyoutendouchi - parry     +   

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) 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

name of command normal - - (place motion here example f+A)

  • (description here)


name of command normal - (motion here) (if in air)

  • (description here)


name of motion - (motion here)

  • (description here)

Special Moves

name of special move' - (place motion here example qcf + A/C)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


name of special move - (place motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


name of move - (motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)

name of follow up move - (motion here)
  • (description here)
name of follow up move - (motion here)
  • (description here)
  • EX: (description here)


name of move here - (motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


name of move - (motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)

Super Special Moves

name of move - (motion here)

  • (description here)
  • (description here)
  • (description here)

Max:

follow up move - (motion if possible qcfx4 + B/D)
  • (description here)
  • (description here)
  • (description here)


Climax Super Special Moves

name of move - (motion here qcf, qcf + B+D)

  • (description here)
  • (description here)
  • (description here)

Combos

  • (any special information about the character combos if needed)

Notation

Rush Auto Combo

Meterless: description here

1 Meter: description here

EX: description here

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

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

Videos

External Links