KOF XII - Goro Daimon thread

Has any one noticed that you can grab riaden with hcf+a when riaden is standing?

lmao… i gotta check that out… stupid fat ass…

Hits standing on more people than that, actually (totally forgot to mention it before).

List of whom :hcf:+:snka: hits standing.

Ash
Benimaru
Clark
Duolon
Elisabeth
Goro
Joe
Kim
Kyo
Mature
Raiden
Ralf
Robert
Ryo
Shen Woo

Whom :hcf:+:snka: does not hit standing.

Andy
Athena
Chin
Iori
Kensou
Leona
Terry

Also, for a corner CC without meter, there’s this one I just came up with.

:l:+:snkc:+:snkd: x3, :snkc:+:snkd:, :hcf:+:snka: = 425.

Also, as an additional note: a CD does the same damage whether it’s charged or not. All charging does is create a crumple stun if it hits, or a guard crush if blocked.

If you have a meter and land a CC, you may as well spare yourself a lot of trouble and just do a super right out of the gate: more than likely it’s going to be more damage than any CC you’d be able to do with him (or Raiden / Clark for that matter).

You might be able to squeeze out more damage if you do a hop C / D as the CC ends and your damage goes back to normal (therefore finishing the CC with a jump-in BnB, but that can be pretty tricky to time depending on position and character).

ya u r right if i have a DM after a CC i just go do it cause iirc it does 498 dmg… without DM his CC sucks… where ralf gets like 535 dmg in the corner even without DM… even clark is pretty deadly with CCs… mid stage he gets like near half life…

i tried this and the timing is really awkward so i kept on screwing up but can u check how much this does? CC, D x 6, hop B CC ends, hop C, C xx hcb~f+C / DM… i believe this will do more than his other ones without DM & maybe more than just doing DM…

His super grab can be buffered.

Crouch b->stand a->hcbX2 C/a can be done as Crouch b->hcb+a->hcb+a/C.

Stand C-> HcbX2 super can be done as hcb+C->hcb+C. You can add in a Jump D if you wish at the start.

i thought it was like that for all grapplers since the beginning of kof…:confused:

cross-up king???

i just realised how retardedly good goro’s cross-up game is…

aside from the usual mix-up after hcb~f+C very short run & roll = no cross-up & little longer run & roll = cross-up he has a bunch more…

2B, 2A xx qcb+B = no cross-up …&
2B, 2A xx roll = cross-up qcb+B & roll looks almost the same

C xx dp+A… yes this combos… and probably sets up his hardest to tell cross-up assuming the opponent doesn’t tech… the trick is if u cancel the dp+A right away then roll u will end up behind them… but if u cancel it with a slight delay and u will be infront of them…

do 2A by itself up close… some opponents may need 2B instead then jump forward… and if timed right jump B or C will cross-up… and u can combo afterwards… u can however fake the cross-up by doing jump B or C a little before and u won’t cross them up and still be able to combo afterwards as long as u did jump C… so this also gives u a chance to do a delayd jump C where u will completely whiff thus sorta like an empty jump to the other side and grab or DM… for some reason this mix-up makes goro sound like zangief …lol

Dude I’d almost bet anything that Goro can’t combo qcb f+P throw into his DP+P. Your friend must have been F-ing with you cause you can combo into the throw but not after.

You know what? I just went ahead and deleted that post. It was clearly useless you guys, and since I don’t have any proof on the command throw into dp thing, I’ll withdraw it for now, until I can get it recorded.
Sorry to have wasted your time.

hcf+A is the good anti air not hcf+C. even if their jump attack is autoguarded by the hcf+C it is possible to jump again and make the throw miss

and on top of that hcf+A does have auto guard on it too iirc… i remember seeing him lost a bit of life going through robert’s jump D and grabbing him… granted the auto guard might be a lot better for hcf+C but u can’t get ur grab until they are grounded… so ur opponent can actually empty hop, block hcf+C then combo u… where hcf+A will grab them the instant they are off the ground and for taller characters even standing… so unless u r trying to punish moves like mature’s dp+A i wouldn’t recommend using it for AA… and i really wanna see a vid proving hcb~f+C > dp+A combos… otherwise i call bs…

hmm… been working on my goro & clark… and even though i put in a lot more time & effort into clark, goro is still my stronger character… clark not having any true anti-air or invincible/auto-guard move really hurts… while goro has so many tools to work with…

just recently found a very nice trick with him… if u do 2D/d+D right against the corner and cancel it into a charged C+D …if the opponent techs they will be blocking a meaty charged C+D… which means if they try to attack they will end up eating it pretty sure or if they block it they will be stunned… of course this won’t work against a dragon punch… but none the less u can even mix it up by cancelling the charged C+D at the last moment with hcf+A if they r gonna try to jump out… or hcf+C or DM if they try to b+C+D… and if they do eat the charged C+D u will be able to tell on reaction cause u will be cancelling C+D into qcb+B… and if u have a DM stored go ahead and hop B, s.C xx DM for a total of 498 damage including the sweep & charged C+D combo… thought this was well worth mentioning… :smiley:

also got some improvements on his CCs without DM…

mid screen…
CC, D x 6, charged C+D xx qcb+B, hop B, C xx hcb~f+C = 450 dmg

corner…
CC, D x 6, charged C+D xx qcb+B, C, C+D xx hcf+A = 451 dmg