New Daimon Player's Notes for Reference

Post anything related to Daimon here

To start, let me write out some of the frame data…

Normals

Spoiler

I tried to include only what I thought was relevant, what do you think?

frames/damage *on block

close :lp: 4, 30
far :lp: 4, 25
cr :lp: 6, 25

close :lk: 4, 40
far :lk: 4, 30
cr :lk: 4, 30

close :hp: is 5 frames, -1 on block
close :hk: is 6, -5

His :df: :hp: is 5 frames start up, -11 on block

Standing Smash does 75 damage and is +2 on block

Specials

[details=Spoiler]
SPD
Normal version:
1 frame start up
172 damage
has more knock back than Ex Version but no follow up potential

Ex SPD
1 frame start up
177 damage
Less knock back but with follow ups

Dp Kick Grab:
9 frames start up
can be cancelled into super

Ex Dp Kick
9 frame start up
Not sure what other advantages this grab has other than it’s faster whiff recovery

:lk: Tatsu Roll
short distance but can be cancelled
no invincibility on start up

:hk: Tatsu roll
Longer roll distance, no cancel ability but has start up invincibility:china:

Ex Tatsu Roll
Best of both worlds

*None of the rolls can cross up, they will always stay on the same side

Falling Sky
6 frame start up
Not a true grab, can work point blank, can be cancelled into super

Ground Grab
19 frames start up, -5 on block :wtf:
can be combed into from a smash, or a smash blow back :clapdos:
can be cancelled into super[/details]

The combos I wrote down that we were using

Ex Spd Combos

[details=Spoiler]

Corner:
Ex SPD, 2x :df::hp: xx Falling Sky: 282 Damage + Super: 443 + NEO MAX: 779
Ex SPD, 1x:df::hp: xx Falling Sky: 237 Damage + Super: **409 **+ NEO MAX: 769

Ex SPD, Jump Smash, Ground Grab: 223 damage, + Super: 404 + NEO MAX: 764

Outside of the corner

Ex Spd… Run up :df::hp: Falling sky: same as the 2nd combo listed above
Ex Spd… Jump Toward Smash… Run toward… :lk: Tatsu Roll xx Ground Grab:
Same as the 3rd combo listed above.

*This last combo has a spacing limit though… the follow up after the jump smash only works if the opponent lands in the corner after the smash…It’s limit is roughly the spacing where the two characters start from @ the beginning of the match
Daimon being on the left smashing his opponent toward the right :china:[/details]

Other Combos

Spoiler

far :lp: xx :lk: Tatsu roll xx :hcf: Falling Sky 138 damage + Super: 333 damage
Really good because it side switches…
far:lp: xx :lk: Tatsu roll xx SPD: 193 damage
far:lp: xx :lk: Tatsu roll xx Ex Spd: 198 Damage

No Nonsense NEO MAX Combo
cl:hk: HD cl:hk: xx :hk: dp Kick xx Super xx NEO
904 Damage :eek:

923 if he begins the combo with a jump in :hk:

Tick Throws

Spoiler

Jump in :hk: + HD… Dp Kick Throw -> Kill
:lp:/:lk: normal xx HD… Dp Kick Throw -> Kill

Notes

[details=Spoiler]
Some notes that I wrote down from our training session last night…

Combo Link
:df::hp: xx :hcf::lp: Falling Sky
The :lp: for falling sky has to be delayed very slightly… otherwise earthquake will come out…
This is what I wrote, is this right?

Jump Smash+HD
The Stick needs to be in neutral after the jump before you press
:lk::hp::hk:

Swag Combo :pray:
Ex Spd, fade away Smash + HD
Run up Ground Grab xx Super xx NEO

I have it written here that the jump back Smash + HD has to be done from a short hop, not a regular jump, is this right? If that’s the case than we should take not that the combo loses roughly 10 points of damage…
Because we found out that short hop CD does less damage than from a regular jump

**Swag Combo #2 **:smokin:
Ex Spd… Run up :df::hp: xx :lk: Tatsu cross under
cross under :hcf: Falling Sky! Too Sick :wow:
*Note to work out the kinks for this… very inconsistent at the moment…

Mid Screen smash… can follow up
Run/Dash up, :lk: tatsu roll into Ground grab
The amount you have to run/dash will depend on the angle of the jump smash
I found that doing if off of Neutral Jumps works nearly 100% of the time
Angled jump is the one to take note of

It becomes hard/impossible if you hit with the tip of the smash his fingers
The spacing is alot easier to work with if you’re nearly point blank chest distance when the smash connects

Input Change
Oh ya… While falling sky’s input is :hcf: + :p:
If you first do tatsu :lk: roll and then cancel into falling sky… it’s input then only requires a :qcf: motion…[/details]

reserved

reserved

reserved

With Daimon, I always use up smash for anti-air, because it does crazy damage.

This bad information reminds me of a puzzle.

Somebody posted bad Daimon data. Here’s what these four scrubs had to say:

A: "B posted the data!"
B: "D made them all up!"
C: "I don’t post them, no way!"
D: “B’s totally lying!”

Only one of these scrubs is telling the truth and all the others are, needless to say, lying.

Can you figure out who posted the bad frame data?

Hint 1: Remember, you want to find the person who posted the bad data, not the people who are lying.

To attack problems like these, go through your list of potential shitposters, assume that each one is guilty, and see which statements fit in each case.

That should get you started. Good luck!

Hint 2: If you have chosen the right person, then three of the four scrubs’ statements should be false, If you think you’ve found the culprit, but only two of the four scrubs’ statements turn out to be lies, you haven’t found the poster yet.

Here’s another valuable piece of information: only one person posted the bad data.

Hint 3: All right, after this hint, you’ll probably be able to guess the answer without thinking, but here we go.

A and B are lying.

Keep that information in mind and you should have your answer in no time.

Super Hint: splurgendii is C.

  • shrugs shoulders*
    The frame data is form Dream/Cancel’s wiki
    The combos are those that my friend and I made up…

What else can I say?
:wonder:

Like yo. As much as Sparkster, the others, and I didn’t feel like finishing SRK wiki; Dream Cancel’s wiki is littered with trash and bad data.

I think you found the true culprit.

[media=youtube]rWFN2wAS2XU[/media]

Good work Professor splurgendii, we’re hot on the villain’s trail

[media=youtube]FLQqznqeLQQ[/media]

Every instance of XIII’s frame data has been plagiarized from Keykakko’s blog, which is also linked on the SRK wiki and as mentioned it in many threads. The prosecution didn’t even properly translate the specials and command moves into their inputs so that they’re anymore legible than running the raw site though a translator and solving the 25 picarat riddle.

According to the Dream Cancel’s testamony, Daimon’s EX command grab “has GREAT range and allows a follow up juggle attack such as far D”. However… that’s one of the worst options you can do off the move! Looking further down, we see such quality combos such as:

s.A, qcb+B, hcbx2+P = 248 dmg

Would the prosecution like to explain why or when anyone should ever go for this combo, especially over a quick gatling into an EX grab? In fact, no such follow ups are listed, so I guess the midscreen BnB ender is just far D…

In fact, if we look at the SRK wiki’s testimony, we see more in-depth attack analysis and much deeper combo theory:

As you can plainly read, the defendant has an airtight alibi! So then who are we to blame for the abundance of sloppy information and errors? The defense would like to call the following person to the stand…

Spoiler

http://images4.wikia.nocookie.net/__cb20110911114023/spongebob/images/e/e2/Squidward_Design_2.jpg

Sure here’s my defense… to begin
Objection!
There is a contradiction in two statements you two have made

If Every instance of Frame data comes from Keykakko’s Blog then it follows that the frame data posted on the Dream Cancel wiki comes from Keykakko’s log,
If SRK’s wiki data also comes from Keyakko’s log then the frame data in both places are the same…
therefore the statements conclude that the SRK’s wiki for frame data must be filled with trash if Dream cancel’s wiki’s is filled with trash because they come from the same source…

Objection!,
misunderstanding of content’s meaning

This is used as evidence in support of DreamCancel’s wiki provides bad information and prescribes questionable combos & strategies…
The prosecution (I’m the defendant btw, you’re the prosecution) has misunderstood this piece of information as being prescriptive, that is to say that it is suggesting that players perform the above action rather than it being a descriptive message doing nothing more than illustrating that far D, “IS” an option and thus implying the array of options Daimon has post Ex Command Grab.

Once again, you guys are trying to convict me of the charge of posting bad information, that makes me the defendant and you guys the prosecution :wink:

The numeric and “input” method of writing combos along with the ABCD naming of buttons is not something that I do nor is something that I ever will do,
I think that this system of writing combos is silly and inefficient…

I come from a SF4 background and combos from that world always took the form of written names for specials and/or nicknames (T.Hawk’s 360 is called SPD just as zangief is despite it not being it’s true name)specials and using terms like, “light punch” rather than “A” to refer to a button… I will continue writing combos as such

I take no responsibility for the discomfort this may cause to SRK/KoF forum readers, their satisfaction is of no severe importance to me, this thread while it ostensibly is one that functions as a public source of discussion, it’s intention is to serve as a place to discuss findings for Daimon between me and my friend :slight_smile: *although helpful input from the community is greatly appreciated

Objection
Complete disregard/misunderstanding of what the defendant has posted here

nowhere in the combo section is
far jab xx tatsu roll xx lvl1 super prescribed…

The combo Ex SPD run up :df::hp: xx Falling sky is listed several times

In conclusion

So in conclusion I’d like to discredit any further attempts by the prosecutions to form dubious allegations toward the defendant with a final thought.

I never said explicitly in the first place that the information posted here was right or accurate, one can see this clearly by the several instances the phrase “Is this right” was used…
furthermore I find this court case to be unnecessary, childish and a grand waste of time Yet slightly entertaining
And I find this entire debacle to be a grand candidate of the prevailing elitist, condescending attitudes from forum veterans which for me has has taken all the mystery out of the question as to why these forums are as dead as they are…

Thank you

All joking aside guys I’d rather not have a thread like this to post my findings with Daimon to begin with
but it’s simply easier for my friend and I communicate throughout our days and record what we say and findout…
If it will make you guys happier I’d be more than happy to change the title of the thread to something more suiting…

“my practicing with daimon” for example…

I like your guys sense of humor although…
Just act as if this thread doesn’t exist, it really doesn’t concern any of you that much anyway…

Peace <3

oh ya one other thing…

At this point I’m not expecting it but just in case if any of you get an idea
If there is any information at all, combo wise or frame data wise, that you can point out and help me to amend me, feel free not to

that way my friend and I can have more reasons to go into the lab…
It’s more fun like that I think

All I do with Daimon is play him like it’s 98. I just largely space with normals and understanding the angles they cover and their spacial limitations. Otherwise, Daimon has a wall down pat. Learning to convert successful j.CD’s or df.C’s into HD combo would help a lot. Otherwise, in the case of frame data, I don’t feel that is that important for Daimon or for KOF in general.

If anything, the next best thing to do in training mode is just testing out how to punish certain specials on block from different ranges (rule of thumb is that most normals are safe on block [after going back to SFIV I realized how shitty a lot of normals are on block that they need specific punishes or Fei’s cool cr.lp]) And to test the best ways to punish is to see if your cl.C into whatever combo would work. If that doesn’t work, try out hcbf+p command throw since that should be faster.

Another rule of thumb is generally that cl.C is going to be more or less the fastest move your character could do without meter. Sometimes it’s their cl.D, but generally it’s their close heavy attack since those have generally 2-3 frame of start up before becoming active.

So test out and know all what you could punish against different specials/moves from different ranges. Know how well you understand the uses and ranges of your normals. You could test this out by setting the dummy to do forward/neutral/back hops and forward/neutral/back jumps and see which of your normals are most optimal per situation and on reaction. Then practice this from different ranges and different approaches. Test air to airs with different timings. Like time it before the opponent hops/jumps, at the same time, and after the opponent starts to be airborne. Record the dummy to do early air to air horizontal normals and also time them to do them late and from their approach or retreat (forward hop, back hop, forward jump, back jump, neutral hop, neutral jump), and try to find ways around it.

That’s all I can think of for now.

Your words of experience are greatly appreciated.