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Goro daimon
Goro daimon













well placed sweeps and smaller characters shrink underneath the range of this attack so effectively Far D is also a higher risk Far A. Generally, running/standing characters will just walk into this move as well as those that just carelessly hop or jump forward. It has a spectacular angle and does good damage for the range it covers and for the amount risk involved pressing this button. One of Daimon's best anti-air attacks in general. Just be careful of whiffing and receiving a sweep or a punish for one's trouble. 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. Think of this as a stronger, longer recovery Far A that has slightly more horizontal range. There are more applications that involve Daimon's cancelable Far B that'll be covered in other sections.ĭouble Palm.

goro daimon

It's even cancelable meaning it can combo into Tenchi Gaeshi within the command throw's range. In KOF '02 UM, this poke is still very effective and is the ground-to-ground poke that Daimon should want to abuse with. 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.

goro daimon

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. 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 fast start up, quick recovery, range, and low hitting property, these factors make this Far B one of the best in the series. This is one of the best grounded pokes in KOF in general. 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. It's a very, very good anti-hop and even anti-jump check. Players really like to use this as a meaty move on the opponent's wake up. 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. Similar in application as Close C but it has a slightly higher vertical hit box and is slightly slower. This is mainly used during frame traps and during punishes to ensure the fastest normal comes out to guarantee a combo for Daimon.Ĭl.D – Fast kick from a slight twist. It may seems to come out slightly faster than Far D, but has a smaller cancel window to confirm into a combo.

goro daimon

It is like any other typically fast Close C 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.Ĭl.C – Fast strike. This move serves very little purpose as an anti-air and as a meaty so generally one would want to avoid using this attack. This attack comes out at a moderate speed and only hits tall crouching characters such as Chang. Daimon could chain up to two hits of Close A before he is out of range for his Tenchi Gaeshi to combo.Ĭl.B – High kick. 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. It only makes contact upon medium height crouching opponents such as Kyo and taller. It's one way of establishing pressure from close up without much committal.















Goro daimon