Difference between revisions of "Goro Daimon 02"
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==General Info== | ==General Info== | ||
Crouch height: High<br> | Crouch height: High<br> | ||
+ | Jump: 4/36/1<br> | ||
+ | Hop: 4/27/1<br> | ||
+ | Dash: 3/10~∞/3<br> | ||
+ | Backdash: 3/18/3<br> | ||
+ | Wakeup: 25 frames<br> | ||
+ | Recovery roll: 26 frames<br> | ||
{| | {| | ||
! Stand | ! Stand |
Revision as of 13:09, 14 October 2013
Contents
General Info
Crouch height: High
Jump: 4/36/1
Hop: 4/27/1
Dash: 3/10~∞/3
Backdash: 3/18/3
Wakeup: 25 frames
Recovery roll: 26 frames
Stand | Crouch | Jump | Backdash | Grab | Run |
---|---|---|---|---|---|
Colors
Movelist
Notes
- C throw is a mashable hard knockdown
- It is possible to set up unblockables off of C throw (see below)
- Unrolled D throw can lead to crossup setups
Combos
Anywhere
1. [Jump attack] cl.C/cl.D/cr.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] cl.C/cl.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] cl.C/cl.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] cl.C/cl.D, BC, run up cl.C/cl.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] cl.C, BC, run up cl.C/cr.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.
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
Matchup Information
Kula
- random hcbx2+AC SDM
Enter maxmode the moment she enters maxmode - when she executes the move, roll the projectile, then do his HSDM right before the super freeze part hits. If timed right, the autoguard will eat all the hits, and the ground pound will punish her recovery.
- hit by dp+C while on the ground
If Daimon is hit with her dp+C while he is on the ground, he can recovery roll and punish her before she can recover, by using any instant grab (hcb f+P or hcbx2+P/AC)
- blocking qcb+B from relatively close
From many distances (though not all), you can do an instant grab (hcb f+P or hcbx2+P/AC) after blocking her qcb+B and it will grab her whether she decides to followup with f+B/f+D or do no followup at all
General | Notation and Terms | Mechanics and Notes | Tiers | Unlimited Match | |
Characters | Ryo | Robert | Takuma | Terry | Andy | Joe | Kyo | Benimaru | Daimon | Kim | Chang | Choi | Mai | Yuri | May Lee | Ralf | Clark | Leona | Athena | Kensou | Chin | Iori | Mature | Vice | Billy | Mary | Yamazaki | Chris | Shermie | Yashiro | K' | Maxima | Whip | Vanessa | Seth | Ramon | Kula | K9999 | Angel | Orochi Chris | Orochi Shermie | Orochi Yashiro | Kusanagi |