Goro Daimon (KoF '98 UM)
Welp, no more unblockables.
At a glance:
- Pardon the terrible, kind of accurate, yet officially localized names in parentheses (cowabunga).
|Juuji Jime (Crucifixion Press)||(very close) f./b. + C|
|Tsukami Tataki Tsuke (Drag-down Slam)||(throw) f./b. + C|
|Okuri Ashi Barai (Sliding Foot Takedown)||(throw) f./b. + D|
|Tama Tsubushi (Ball Basher)||f. + A|
|Zujou Barai (Cranium Cruncher)||df. + C|
|Jiraishin (Minelayer)||dp + P|
|Chou Ukemi (Super Ukemi)||qcb + K|
|Kumo Tsukami Nage (Cloud Tosser)||hcf + A|
|Kirikabu Gaeshi (Stump Throw)||hcf + C|
|Tenchi Gaeshi (Earth Mover)||(throw) hcb f. + P|
|Chou Oosotogari (Super Ohsotogari)||(throw) dp + K|
|Nekko Gaeshi (Root Countermaneuver)||(counter) qcf + K|
|Ura Nage (Reverse Drop)||(throw) hcb f + K|
|Jigoku Gokuraku Otoshi (Heaven-to-Hell Drop)||(throw) hcb hcb + P|
|Arashi no Yama: Nekko Nuki (Stormy Mountain Uprooter)||hcf hcf + K|
|┗ Arashi no Yama: Zoku – Kirikabu Gaeshi (Super Stump Throw)||(during Nekko Nuki) hcf + K|
|┣ Arashi no Yama: Bukko Nuki Ura Nage (Radical Reverse Throw)||(during Zoku – Kirikabu Gaeshi) dp + K|
|┗ Arashi no Yama: Zoku – Tenchi Gaeshi (Super Earth Mover)||(during Zoku – Kirikabu Gaeshi, in MAX Mode) dp + K|
Close Standing Normals
- Close A
- cl.A – Quick jab from the side. It's one way of establishing pressure from close up without much committal. It only makes contact upon medium height crouching opponents such as Kyo and taller. Characters such as K' shrink underneath this move, thus limiting the overall effectiveness of this attack since there are other moves that do the same job but better. Daimon could chain up to two hits of Close A before he is out of range for his Tenchi Gaeshi to combo.
- Close B
- cl.B – High kick. This attack comes out at a moderate speed and only hits tall crouching characters such as Chang. This move serves very little purpose as an anti-air and as a meaty so generally one would want to avoid using this attack. It seems as if its main purpose is to make sure Daimon has some other normal to balance Far B and make sure he is unable to do it from too close.
- Close C
- cl.C – Fast strike. It is like any other typically fast Close C attack. It may seems to come out slightly faster than Far D, but has a smaller cancel window to confirm into a combo. This is mainly used during frame traps and during punishes to ensure the fastest normal comes out to guarantee a combo for Daimon.
- Close D:
- cl.D – Fast kick from a slight twist. Similar in application as Close C but it has a slightly higher vertical hit box and is slightly slower. What's great about this move is the huge amount of time the player has to confirm if the attack hit or not and choose to combo into a command throw. Players really like to use this as a meaty move on the opponent's wake up.
Far Standing Normals
- Far A
- Quick palm strike. It's a very, very good anti-hop and even anti-jump check. It also hits medium height crouching characters such as Kyo, so it functions also as a very strong pressure tool that's hard to contest. The first part of the wall of Daimon.
- Far B
- Quick shin kick. This is one of the best grounded pokes in KOF in general. Due to the fast start up, quick recovery, range, and low hitting property, these factors make this Far B one of the best in the series. It's simply difficult or almost impossible to try to counter poke or whiff punish and it forces opponents to want to hop or jump around it. Due to the quick recovery though, Far B sets up the opponent to hop or jump and recovers quickly enough to stuff their air game with a chunky normal. In KOF '98 it even meant getting hit for a meterless 50% or so from one of the best anti-air normals in the game. In KOF '98 UMFE, this poke is still very effective and is the ground-to-ground poke that Daimon should want to abuse with. It's even cancelable meaning it can combo into Tenchi Gaeshi within the command throw's range. There are more applications that involve Daimon's cancelable Far B that'll be covered in other sections.
- Far C
- Double Palm. Think of this as a stronger, longer recovery Far A that has slightly more horizontal range. It has the tendency to whiff on crouching characters but is still a good button to press nonetheless for an anti-air against hop attacks. Just be careful of whiffing and receiving a sweep or a punish for one's trouble.
- Far D
- The foot. One of Daimon's best anti-air attacks in general. It has a spectacular angle and does good damage for the range it covers and for the amount risk involved pressing this button. Generally, running/standing characters will just walk into this move as well as those that just carelessly hop or jump forward. well placed sweeps and smaller characters shrink underneath the range of this attack; so effectively Far D is also a higher risk Far A. What's great is the sort of 45 degree angle it covers and the speed it covers it with moderately low recovery, making it a great button to press in conjunction with Far B. Many new players get a lot of leeway just pressing Far B and Far D against other new players without much consequences. Even at higher levels of play, don't underestimate this move nor any of Daimon's other normal attacks.
- st.CD – Slow but strong palm strike. This move starts up slow like other CD attacks but isn't quite that bad in terms of speed. This move is a safe pressure tool that takes a decent chunk off the opponent's guard gauge and pushes both players out to a safe distance. Antsy opponents also have the tendency to want to GCCD against this move since it's easy to react to and want to absolutely push Daimon away. Daimon can use this move as a bait and then cancel into other special moves that beat out GCCD. More covered in other sections.
- Crouch(ing) A
- cr.A – Small, crouching jab. It's a standard, crouching light punch that one could find in most fighting games. Low committal, doesn't hit low but is a pressure tool to a certain degree. Unlike others of its class, this attack can't be chained into nor out of. Overall it's still a decent pressure tool from up close that can combo into the faster command throws from either canceling into the command throws or even just by simply linking after Crouch A. If it hits meaty while the opponent rises from knockdown, it can also link into Close C.
- Crouch(ing) B
- cr.B – Crouching kick. Slower than many other Crouch B attacks and can't even chain into anything else or even itself. It has little practical use other than being a semi-fast low attack Daimon could do from point blank to interrupt Alternate Guard attempts, but even that is kinda slow to accomplish that at times. Daimon can link his faster command throws from a Crouch B on hit, for what it's worth.
- Crouch(ing) C
- cr.C – Janky-looking head butt. Although it has poor range, this attack has the furthest range out of Daimon's crouching attacks. Still, Crouch C has little purpose since it isn't that fast, can't cancel into anything else, and is out classed by Daimon's standing normals. It does serve the purpose of low profiling under certain projectiles like Krauser's high Blitz Ball.
- Crouch(ing) D
- cr.D – Sweep. It's pretty short for a sweep but it comes out at a very good speed and has good amounts of push back on block. This attack is more preferred to use over Crouch B in terms of frame trapping and breaking opponents' alternate guards. This move is also pretty neat because it is also cancelable, so it's another move to use to bait out GCCD.
- Jump(ing) A
- j.A – Jumping punch. It's an infrequently used air-to-air attack. Other than Jump CD, this is Daimon's only other air-to-air normal that reaches his upper torso area. As a jump-in, there are much better alternatives. Jump A should be used in situations where Daimon needs to air-to-air and Jump CD is too slow to come out. A good Daimon should be able to keep a strong ground game anyways and anti-air from the ground instead of trying to contest the opponent in the air from difficult angles.
- Jump(ing) B
- j.B – Downward knee attack. Another standard jumping knee attack. It has a pretty good cross-up hit box that tags medium height crouching hit boxes such as Kyo. It has a good amount of active frames so a player could easily do this early from a hop, have enough active frames to come down on a crouching opponent, then still be able to combo into a Crouch A, Close C, or Close D. Although the active frames are pretty decent and has a moderately low, vertical hit box, Daimon has another jumping normal that functions better as a jump-in.
- Jump(ing) C
- j.C – Double elbow. Somehow Daimon is able to pivot his body in mid-air in one direction to attack with both of his elbows and then pivot back in the opposite direction. This functions more like a normal jump-in compared to his other normals but isn't really that outstanding of a choice to use to jump-in. It can cross-up, but it doesn't function like a "Body Splash" like most other grapplers from other games have. Still it serves more particular purposes that still needs more research behind the science of the pivot.
- Jump(ing) D
- j.D – Jumping Kick. One of the more terrifying jumping normals in KOF in general. It's pretty quick and covers both a decent horizontal range and downward vertical range. As a heavy normal it takes off a chunk really well. What's also scary about this attack is that it can instant overhead medium height crouching characters, and as a jump-in it induces enough block stun for Daimon to run in close and try to command throw or trap with sweeps to break an alternate guard. Other than Daimon being a difficult wall to get past by, Jump D also makes Daimon into a living Judo, Kuzushi Blender. With it's more downward angle however, one could try to preempt this move by trying to air-to-air it from the blank spots towards the upper sides of Daimon, but a bad read would result in a damaging anti-air by Daimon.
- Jump(ing) Blowback
- j.CD – Aerial palm strike. Daimon's main air-to-air although it can function as an air-to-ground to induce large amounts of block stun to allow Daimon to get close. Pretty standard for a j.CD although it's not as cool as his 02um j.CD. Oh well.
- Juuji Jime (Crucifixion Press) - (throw) f./b. + C
- Daimon tries to choke the opponent by using the opponent's invisible Judo gi lapel. Every character in the game wears an invisible Judo gi just so Daimon could choke them. This is a hard knockdown throw that leaves the opponent facing forward. This is also a mashable throw that can't be teched.
- Tsukami Tataki Tsuke (Drag-down Slam) - (throw from a slightly further distance) f./b. + C
- Weird throw in regards to being far enough so that Juuji Jime doesn't come out, but not that far where it is outside of throw range. It's techable, but what's good about this throw is that it causes back-turned, hard knockdown. So this is a good throw to use against a cornered opponent to set up a devastating mix-up using the back-turn corner property.
- Okuri Ashi Barai (Sliding Foot Takedown) - (throw) f./b. + D
- Daimon does a simple Judo leg sweep and forces the kuzushi and trip rather than normally trying to unbalance the opponent. The opponent is left back turned but could recovery roll and correct positions on wake up. This is the throw to go with for a stronger check with the normal throw option select. The Far D on throw whiff is simply the best when the opponent tries to jump out or back dash.
- Tama Tsubushi (Ball Basher) - f. + A
- Hard knockdown overhead slam. If timed properly, it also nullifies projectiles. One can cancel normals into Tama Tsubushi to have it function as a frame trap, but it loses its overhead property in this circumstance as a trade off. It's much better than it was in 98og, so have fun bashing balls.
- Zujou Barai (Cranium Cruncher) – df. + C
- A very infamous anti-air. It functions as one of the fastest and most consistent, vertical anti-air attacks in the game. It's recovers moderately quickly so it's a bit more difficult for a newer player to punish on whiff. Still, this attack is susceptible to further ranged sweeps so be cautious with it. The rule of thumb is that is the opponent jumped or hopped and is in range of Zujo Barai, the opponent will cleanly lose to this attack, no matter what they may try to do. Also functions as filler for combos into command throws against grounded opponents.
- Jiraishin (Minelayer)
- dp + P (A does the move, C is a feint)
- The pound that was heard around the world. It's a strange attack as hits standing opponents, opponents in the middle of a standing attack, walking/running opponents, rolling opponents, and in other situations. To avoid being hit by this move, the opponent has to remain in a crouching state by just simply crouching, doing a crouching attack, sliding, or be airborne during the time of the pound. The pound is done by doing dp+A and the pound feint is done by doing dp+C.
- Daimon lost the cool unblockable Jiraishin glitch from 98og to the 98UM series. The glitch converted Daimon's anti-air Zujou Barai into 30-40% damage and his Tenchi Gaeshi into further damage with character specific set ups. Whether one liked the glitch or not, it is no longer present in the 98UM series.
- The A Version of Jiraishin does have faster start up in 98UM than it did in 98og as a compensation, so that's a plus.
- Chou Ukemi (Super Ukemi)
- qcb + K
- A command roll that differs from just the normal roll. This roll will not pass through an opponent, making sure Daimon doesn't pass to the other side and ensures that Daimon is point blank. Like normal rolls though, there is a recovery period that Daimon could be punished for a full combo so don't use this too much.
- Don't use this too much as a means of moving forward from canceling from a normal move since a smarter player will just react to the roll, block, and punish the recovery.
- Another way of using this move is as a punish against obvious GCCD attempts. Since GCCDs will whiff against a Chou Ukemi, Daimon can use this period to punish the whiffed GCCD with something chunky like a command throw. Although this is one way to beat and punish GCCDs, it isn't the safest way and has more risk for the higher reward. The safer way of countering GCCD is using the Nekko Gaeshi as explained later.
- Kumo Tsukami Nage (Cloud Tosser)
- hcf + A
- An anti-air throw that works some of the time. Using this tool as an anti-air is advised against due to the fact that is has a long amount of recovery and is very susceptible to punishes. This move comes out moderately fast but no where near as fast as his other anti-air normals and not as safely either. Most players do this move as an anti-air when they're feeling themselves and could simply read an opponent's options. Otherwise, this move is mainly used to combo from an anti-air Zujou Barai.
- Kirikabu Gaeshi (Stump Throw)
- hcf + C
- This is a grab that actually isn't a grab at all. It could be blocked and would fit in more along the lines of hit-throw types of attacks. This combos from heavy normals although it tosses the opponent behind Daimon, for better or worse depending on the screen position. This hit-throw also functions as an OTG attack and could pick the opponents off the floor from hard knockdowns or when the opponent just simply doesn't recovery roll. So, Daimon could combo this from a successful Jump CD or even from a sweep that the opponent didn't recovery roll from.
- Another application of this move is that of a semi-delayed frame trap. This works from playing footsies with Far B and then canceling one of the Far B attacks into Kirikabu Gaeshi when the player knows the opponent is being too antsy and is trying to mash buttons between Far B pokes. Otherwise, try not to use this move from up close too much since the recovery is considerable on block and could be punished, especially from closer ranges.
- Tenchi Gaeshi (Earth Mover)
- (throw) hcb f. + P
- A standard, fast, long ranged command throw. This is the main command throw to use in combos, to punish unsafe moves that would other wise be difficult to punish, and to use during the neutral game/footsies at the optimal range while catching opponents off guard. Not much to say about this move other than the usual, such as Tenchi Gaeshi being unsafe upon whiff and the like.
- Chou Oosotogari (Super Ohsotogari)
- (throw) dp + K
- A delayed command throw with considerable invulnerability. It is somewhat preferred on the opponent's wake up since the invulnerability to plow through most grounded reversals and still catch the opponent regardless of timing. There is natural throw invulnerability on wake up and timing a 1-2 frame command throw with little active frames to not over lap the throw invulnerability window and still catch the opponent is difficult. So that's why these slightly slower, delayed command throws exist. In return, this command throw lacks the range that Daimon's other command throws have.
- One can actually cancel into Chou Oosotogari from normals up close to crush GCCDs. It's a riskier way to crush GCCDs than Nekko Gaeshi, but one maintains cornering pressure and access to safe jump/ambiguous roll mix-up.
- Nekko Gaeshi (Root Countermaneuver)
- (counter) qcf + K
- A counter move that catches pretty much most grounded attacks except for low hitting moves. The main way that players use this move is by canceling many different normals into it since the recovery isn't that bad and leaves Daimon relatively safe. The reason why Daimon players cancel into this move is to punish any unwarranted GCCD attacks. So an opponent that can't take the Daimon Buttons anymore and wants to GCCD against a Far B, a Close C, a sweep, or a Stand CD will not only just eat a counter and some damage, but also wastes a whole stock while doing it. A good Daimon player should not overzealously use this counter but to use it sparingly when the opponent becomes impatient and doesn't expect it.
- Be careful when trying to crush Iori's GCCD. Trying to crush Iori's GCCD from point blank or generally close up beats out Nekko Gaeshi for some reason. Current speculation is that Iori's GCCD moves him so far forward that it messes up hit detection in regards to collision boxes and hit boxes. Needs more research.
- Ura Nage (Reverse Drop)
- (throw) hcb f + K
- Daimon's long forgotten throw because it wasn't really that good. It's finally comparable to other running throw attacks in this game that immediately throws upon frontal contact, this throw used to activate and catch the opponent once Daimon has completely run around the opponent. Because of this, this move had very little application, usage, and purpose since it lost out way too often for what it was worth, other than for a stylish finish.
- Jigoku Gokuraku Otoshi (Heaven-to-Hell Drop)
- (throw) hcb hcb + P
- The standard command throw super with good range, speed, and damage. As with others of its kind, it has a slow recovery and recovers about as fast as a whiffed Tenchi Gaeshi. It comes from the same instances as Tenchi Gaeshi does and effectively just makes it a stronger version of Tenchi Gaeshi. Not much to write about this one because it is simple and straight forward.
- Arashi no Yama (Nekko Nuki >> Zoku – Kirikabu Gaeshi >> Bukko Nuki Ura Nage / Zoku – Tenchi Gaeshi)
- hcf hcf + K (trap) >> hcf + K >> dp + K
- The biggest difference between OG Goro and UM Goro is right here: this is now a trap move, not a command throw. It doesn’t trap low hits. Aside from those tough cookies, it’s even stronger than in OG. Remember, the forward and backward directions flip at each step for the derived moves because he turns around!
- j.D > cl.D >> Kirikabu Gaeshi or Tenchi Gaeshi or Jigoku Gokuraku Otoshi
- Basic combo. Specials are listed in order of low to high risk.
- cr.A or cl.D >> Zujō Barai >> all sorts of specials
- Used only when very close. The specials listed for the combo above will combo.
- cr.B >> Tenchi Gaeshi or Jigoku Gokuraku Otoshi
- Pressure from a low hit.
Mr. Daimon is not very strong at close range. You need to set up a solid defense. The first line is st.A against hops. This is powerful combined with his st.B for ground-to-ground. Stuff normal and super jump startups with st.D; if that’s not possible, pull out the Kumo Tsukami Nage or something on them.
At long distance, threaten forward rolls and such with Jiraishin. If you use Chō Ukemi and the opponent reacts by jumping, you can catch them with Kumo Tsukami Nage, but this is a pretty old trick, so not too many people fall for it anymore. That being said, you can check what your opponent will do when you use Chō Ukemi and adjust your plans accordingly, which is always a valid technique. If the Kumo Tsukami Nage isn’t the right thing to do, consider, say, Chō Ōsotogari or Arashi no Yama.
If the opponent will not come in to attack, there are a few things you can do. Use j.D in conjunction with st.B / cr.B to harden up the opponent; gently dashing in, you have an option between cl.D, Chō Ōsotogari, and Tenchi Gaeshi, which should take care of jumps, attack attempts, and blocks respectively. You can also use the occasional Tama Tsubushi for an anti-jump measure. All of these moves do unrollable knockdowns, so you can move on to wakeup meaties.
When your opponent is another character that’s good at zoning, the moves that tend to win out when fighting over the middle are Zujō Barai and Nekko Gaeshi. The former can smash most zoning moves; the latter will trap their jump-checking moves, and you can move on to wakeup meaties from there. Either way, try to foresee what your opponent is going to do. Also, you can use Chō Ukemi to ride right through the opponent’s strong attacks and approach in one swift stroke; from there, press them with strikes and throws. You can cancel into Chō Ukemi from a Zujō Barai that smashes a zoner, and deal lots of damage unto them from there.
Wakeup meaties here are Chō Ōsotogari or Tenchi Gaeshi, and cr.A. From cr.A, you can input a Zujō Barai linking combo. The great part about this is that whichever route you decide on, a success will end with the opponent grounded again. But these alone won’t really apply to characters that have midair invincible moves and such, so for them, adding blocking and Chō Ukemi into this will also help.