The King of Fighters XIII/Daimon
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Revision as of 02:01, 4 September 2011 by Raphael Ramos
In a nutshell
Fill this in with a general overview of the character.
- Standing Light Punch () - Daimon's "Stop Sign" returns. This move is one of Daimon's great normal moves to keep hopping opponents out. It may even hit the larger, crouching characters to extend its utility. Of course of all of Daimon's anti-air options, this attack is the quickest and carries the least risk in lieu of higher damage. Still, it makes the opponent second guess when to try to open Daimon up. No easy feat at all.
- Close Light Punch (Close ) - A quick, mid-height punch that chains into itself. A new option to meaty with on okizeme to prevent the opponent from jumping out; but this leaves Goro in a better position to maintain pressure, setup for a tick throw, and hitconfirm into a command throw. It's much better than it was in previous installments.
- Standing Light Kick () - Another classic: this attack is Daimon's best grounded poke to play footsies with the opponent. Although it lacks the range it did in past KOF titles such as King of Fighters 98, it still has about the same speed (start-up and recovery) and hits low from a far enough distance to give other characters trouble trying to poke it back. An interesting property is that Daimon lacks a Close Standing Light Kick now. Meaning, he's able to do his Standing Light Kick from closer distances, could be used in hitconfirms, and be more liberally used to break alternate guard attempts more quickly without committing to Crouching Light Kick that is slower or a Crouching Heavy Kick that has more risk and recovery but less range. This attack still is definitely a terrifying move.
- Standing Heavy Punch () - Daimon's furthest reaching, anti-air, normal move. It doesn't have quite the vertical cover that his other attacks have, this is mainly used against hop attacks and those jumping in from further out. If anything, this is an extended Standing Light Punch with further range and nets higher damage at the expense of having higher risk and recovery speed. Compared to the old games, this move has lost some range as well but it's no move to sleep on because of it.
- Close Heavy Punch (Close ) - Previously, this was Daimon's main meaty attack on okizeme in which Daimon could cancel into (df.C) and hitconfirm into a command throw or a Desperation Move. It more or less hasn't changed and it's still the fast attack it has always been with long active frames. Typically on block, Daimon would be left at neutral advantage so it usually is a safe attack to commit to this attack on okizeme; but with the better Close standing Light Punch, it may not see as much use. On the other hand, this attack would be better for punish and what not with its faster start-up and damage than a Close Standing A hitconfirm combo.
- Standing Heavy Kick () - Look at this bad boy! Although, it too has lost some horizontal range compared to its past iteration as a Far Standing Heavy Kick. This doesn't mean this move is bad, far from it even. It's one of Daimon's greatest anti-air attacks that hits in a nice 45°-55°angle with his Daimon's feet as his base point. It's fast, has a great hitbox, and takes a good chunk of health out of the opponent with just one button. This along with Close Standing Heavy Punch are great for safe, empty hop/jump option selects and really catches the opponent escaping from a command throw situation.
- Chou Ukemi ( + ) -
- Jiraishin ( + ) -
- Chou Oosotogari ( + ) -
- Tenchigaeshi ( + ) -
- Kumotsukaminage ( + ) -
- Kirikabugaeshi ( + ) -
Tips and Tricks
- cl.A cl.A st.B xx hcb f+P - (215)
- cl.A st.B xx dp+K - (194)
- cl.C df+C xx hcb f+P - (266)
- cl.C df+C xx qcb+B ~ hcb f+P - (266)
- cl.C df+C xx qcb+B ~ hcf+A - (239)
- cr.B, hcb f+P - (166)
- (anti-air + counterhit) df+C xx qcb+B, hcf+A - (183)
- cl.C df+C xx hcb hcb+P - (344)
- cr.B, hcb hcb+P - (248)
- (corner only) hcb f+AC, df+C, df+C, hcf+A - (282)
- (corner only) dp+K (DC) hcf+C - (212)