From: EDDIE Date: Sat, 7 Mar 1998 09:38:39 +0000 KING OF FIGHTERS 97 - GORO DAIMON PERFECT LITERITURE (ver. 1.02) Created by Edwin-John Riggs esq (aka AMANO) Last edited on 8th of February 1998 ---(000)-------------------------------------------------------------------- 000 - Contents 001 - Personal Information 002 - Background Information 003 - Taunts and Quotes 004 - Direction Shorthand 005 - Basic Moves 006 - Basic Command Moves 007 - Special Command Moves 008 - Chain Combinations 009 - Special Move Combinations 010 - Gameplay Stratagy 011 - Directional Shortcuts 012 - Throw Range Comparison 013 - Alternative sources of Goro info 014 - Version History 015 - Aknowledgements 016 - On a final note ---(001)-------------------------------------------------------------------- Personal Information Name - Goro Daimon Nationality - Japanese Age - 29 Years Birthday - 5th May 1968 Height - 204 centimeters Weight - 138 kilograms Bloodtype - A Marital status - Married Fighting style - Judo Hobbies - To be one with nature Favourite food - Noodles (zaru soba) Favourite sport - Professional Judo Valued possessions - Geta sandles Hates - Computers/Technology ---(002)-------------------------------------------------------------------- Background information 002.1 - Fighting History Goro has been a close companion of the Kusangi clan for what seems many years, so when Kyo and his high school chum of a best friend Benimaru decided to enter the king of fighters tournament, Goro saw it as his duty to accompanie them as their guardian of sorts. Alledgedly Goro was once a world famous bastian of the art of Judo, but when he felt that Judo could offer him no more, he decided he must move on, dissapearing from the professional industry....in time he developed his own techniques which complimented his vast Judo knowledge to become a almost omipotant close range grappler. He is a very proud traditionalist very conservative in his ways quiet and calm, he values his friendship with Kyo and Beni very highly and will not hesitate to dive in assist them during their time of need. For the King of Fighters 97 tournament, Goro pretty much like everyone else except Orochi, packed in the obligatory 4 variations of costume garments for fighting in. which are - A (Adv) - White trousers and wrist cuffs - D (Adv) - Black trousers and wrist cuffs - A (Ext) - Off White trousers and wrist cuffs - D (Ext) - Turquoise trousers and wrist cuffs and of course his trademark Japanese 'Red Sun' headband and Geta sandles. ---------------------------------------------------------------------------- 002.2 - Meaning Of Goro Daimon?. (special thanks to Chika) Goro Daimon - "Fifth Child of the Great Gates" Go - Five Rou - Man Dai - Large/Big Mon - Gate Tradition has it that the sons are names by the order they are born in this makes 'Goro' the fifth son of a family. The name 'Daimon' usually is related to the gates of hell, which is commonly used in old Japanese literiture. ---(003)-------------------------------------------------------------------- Taunts and Quotes A firm beleiver of actions speak louder than words, he fights with pure aggression, hence he grunts with power, He voice seiyuu is 'Masaki Usui' talk about earning easy money. ---(004)-------------------------------------------------------------------- Direction Shorthand QCF - Quarter Circle Forwards QCB - Quarter Circle Backwards HCF - Half Circle Forwards HCB - Half Circle Backwards DP - Dragon Punch Motion RDP - Reverse Dragon Punch Motion Bk - Backwards Fd - Forwards DnFd- Diagonally Down/Forwards DbBk- Diagonally Down/Backwards UpFd- Diagonally Up/Forwards UpBk- Diagonally Up/Backwards ---(005)-------------------------------------------------------------------- Basic Moves 005.1 - Generic Advanced Character Moves 005.2 - Near Standing Moves 005.3 - Far Standing Moves 005.4 - Jumping Moves 005.5 - Crouching Moves 005.6 - CD Moves 005.7 - Basic Command Moves 005.8 - Basic Throws 005.9 - The POW meter ---------------------------------------------------------------------------- 005.1 - Generic Advanced Character Moves A - Light Punch. B - Light Kick. C - Heavy Punch. D - Heavy Kick. CD - Fierce Attack. Fd+AB - Forwards Roll. Bk+AB - Backwards Roll. *ABC - MAX out. *Fd+AB - Forwards Counter Roll. *Bk+AB - Backwards Counter Roll. *Fd+CD - Counter Attack. (* - requires 1 stock) ---------------------------------------------------------------------------- 005.2 - Near Standing Moves Near Standing A Hmmm, one of those rarely used moves, well for me at least, though Gamest 'Technical Manual' illustrate that a standing 'A' blocked hit on a crouching opponant then HCB-Fd+A/C is a valid tactic, but I prefer the standing 'B' whiff interupt, mixed up with crouching B into DM. [move rating *] ---------------------------------------------------------------------------- Near Standing B Wow, my favourite basic move, I cannot express how useful this move is without standing on top of the nearest chair and shouting at the top of my voice, it plays an intergal part in my 'okiseme' techniques and generally using it to combo either HCF-Fd+A/C or either DM. Not to pokey but enough to interupt plenty of attacks, the near standing 'B' has good range as well perfect for running at opponants with, and buffering either DM during the kick, if the opponant blocks low the 'B' will whiff, and you be GUARENTEED the DM (trust me, I've had a few people call that a skank tactic before because it's so effective). If they try to do something when they see you running towards them, then the standing 'B' more often than not will hit them out of what their attempting, and of course combos nicely into HCF-Fd+A/C or either DM. If they block high and you perform far standing 'B', the next one will be a far standing B which hits low, nasty huh!. [move rating ****] ---------------------------------------------------------------------------- --- Near Standing C I seldom use this move, outside jump-in combinations, my main use for it is to punish opponants when they are recovering, like when Benimaru uses his 'Raikoken', I dash after it stops and 'C' into HCB-Fd+C/DM, the 'C' comes out quite fast, but 'B' comes out faster and has better range. When I use jump in combinations I usually jump+D, stand+C.........whatever. [move rating **] ---------------------------------------------------------------------------- Near Standing D Hee hee, I tend to use this move involentary fairly often when I poking with my far standing D and this comes out when my opponant gets too close to me fortunatly this also has pretty good range, I very rarely use this move with the intension of using it outside a combo, but in combinations I almost always opt for standing 'C' through habit, unless I perform a standing strong into DnFd+C, in which case I use the close standing D into DnFd+C. [move rating ***] ---------------------------------------------------------------------------- 005.3 - Far Standing Moves Far Standing A A quick forwards palm pretty standard move, that is interuptable and the range is pretty adequate, though the far standing A, lacks a distinct advantage over the far standing B, which is more deceptive a move, and the far standing will not interupt low hits like the standing B does which is very useful. [move rating **] ---------------------------------------------------------------------------- Far Standing B Goro standing light kick great range, but more importantly it hits LOW and fast, all the hallmarks of a useful poking device, like other good light hit standing 'B' moves it has the ability to interupt your opponants moves but not jumps, which if they do, the near standing 'B' will take them out when their on their way up, you may want to prepare to use the DnFd+C after using repeated poking B's hella lot, as a lot of opponants decide to jump in when encountered by a formidable poking character like Terry Ryo, Yash, Leona, Billy etc....... [move rating ****] ---------------------------------------------------------------------------- Far Standing C I have seen a fair amount of other Goro users, use this as air defence, which seems to work well, as Goro lurches forwards and thrusts both hands forward for decent reach, but personally i'm more at home with standing 'D' myself, so I tend not to use this move too often in light of that. [move rating **] ---------------------------------------------------------------------------- Far Standing D This makes for excellent air defence, because of it tremendous reach and height it gains, better reach than that of his HCF+A and DnFd+C, priority is decent as well, I tend to use this if I can see my opponant is jumping in and my DnFd+C isn't going to hit. But my main use for this is a poking tool, when used in conjunction with small distance dashing, so basically Fd-Fd-D, if my opponant likes to back jump the range of the standing 'D' is very good, use it like you would Clarks's standing 'D', but Goro's is more effective, interestingly I like to use this as a kind of poke as well against characters who do not posess long range sweeps, as sometimes they decide to roll under my standing 'D' but I always buffer DP+B/D just in case they do decide to roll through which immeadiatly scoops them outta their roll, just because far 'D' into DP+B/D does not combo, it doesn't mean you cannot interupt into it when whiffed. When you trap opponants in the corner, watch out for those back jumps, it's advisable to hit your opponant on the way up, because the majority of people jump then do their...whatever on the way down, otherwise you risk trading hits. [move rating ****] ---------------------------------------------------------------------------- 005.4 - Jumping Moves (Up/UpFd/UpBk) Jumping A A jumping downward angled punch, I cannot say I use it much though, another of thosemoves that do not have as much use or are not effective as other moves in the same catorgory, if you do use a light hit for air-air/ground then I would reccommend Jumping B. [move rating *] ---------------------------------------------------------------------------- Jumping B I like using this move, in the nature of light hit attacks it is quick to come out and in this case has good priority in air-air/ground attacks it's recovery time is very good when blocked, and hit opponants out of alot of air defense type moves like Mai's DP+B, Kyo's crouching C for example and if the jump B does connect you can use a command throw/DM straight away from the hit stun, or combo the usual stuff that you normally do from a jump in. I just mention that if you use jump in not too deep with B and buffer Goro's HCF-HCF+B/D DM as your landing you can tick throw opponants when they block the hit, this works pretty well with his HCB-HCB+A/C DM as well. [move rating **] ---------------------------------------------------------------------------- Jumping C Although a reasonable jump in move in it's own right, the jumping D is that much better in terms of priority, downwards angle and of reach, the move basically entails Goro leaping through the air, forearms first which surround and protect his head from injury (looks kinda weird if you ask me) So to summerize yet another good move that's over shadowed by something similar that is more effective, in this case jumping D. [move rating *] ---------------------------------------------------------------------------- Jumping D This is what you should be using is his main jump in, good priority in the air, decent range and the kick aims downwards, so if timed late it's possible to hit say, Ralph and Athena's crouching C (which attack level is very close to the floor) You know that decent King players use a jump in, then if the opponant is in the crouch block position , quickly up jump D to hit them on her accent this acts as an overhead (very nasty too) guess what!!!..Goro can do kinda the same by back jumping and immeadiatly pressing D, you can hit a crouching opponant, crouching right next to you, not quite as effective as King's technique but has it's uses. Though I don't encourage back jumping moves because they're cheap, I just quickly mention that Goro's back jumping D is able to take out Clarks jumping CD and Iori's jumping D, but if your skillful you will not need to play cheap to win. [move rating ****] ---------------------------------------------------------------------------- 005.5 - Crouching Moves Crouching A Admittedly sometimes when I occasionally panic I resort to mashing crouching A, which chains into itself until you push your opponant out of range, useful to an extent, but of more use, the crouching 'A' is comboable I personally use Dn+A into HCB-Fd+A/C using the shortcut method which Dn+A can be incorporated into, which is DnFd+A-Bk-Fd+C, just for convience sake DnFd+C can be chained after Dn+A to extend the combo. [move rating **] ---------------------------------------------------------------------------- Crouching B This move has longer reach than the crouching 'A', but it not meant interuptable into anything, though it does combo nicely into either DM. I sometimes use this to push opponants away if i'm in the crouching position when I've exhausted the range of crouching A's, as the down+B is fairly fast and stops people retailiating close to me after 2 crouching A's though I prefer Dn+A, Dn+A, DnFd+C interupt QCB+B to go on the offensive when mixed up with near standing B it is a very potant weapon. [move rating ***] ---------------------------------------------------------------------------- Crouching C A low lurching headbutting type move..! Again can be used for air defense yet another air defense move I hear you cry...sheesh, he needs another air defense move like Bill Gates needs a paper round, anyway it has it uses but DnFd+C does the same job which is air defense that hits very close to the floor. Crouching C is also interuptable but again crouching B has more range and is alot faster to come out and combos either DM, what more do you need..eh! [move rating *] ---------------------------------------------------------------------------- Crouching D Pretty decent reach of course a knockdown move and it's also interuptable, it gets used mainly as a set up for mind games, you know your opponants will AB roll to safty when you connect his Dn+D, so after the Dn+D either QCB+D or dash forwards as soon as you can for a running command throw or DM nasty stuff, it's probably better that they not AB landing roll and accept the HCF+C pickup instead. [move rating ****] ---------------------------------------------------------------------------- 005.6 - CD Moves. Standing CD As with alot of characters in 97 Goro's CD is slow, but is main strength lies in it's interuptability, which can be deceiving especially for a character like Goro, who can interupt a whiffed or blocked CD into a running grab or advancing roll, though I mainly use it for asthetically purposes as well as a distraction. [move rating ***] ---------------------------------------------------------------------------- Jumping CD Well kinda average in air-air situations, and better suited for air-ground due to it's reasonable downward reach, for example it can hit Clark outta his standing 'D', not that I use this move much, If I do jump in it's almost always a jumping 'D' or 'B', and of course as with all CD attacks it results in a knockdown, if it sucessfuly connects. [move rating **] ---------------------------------------------------------------------------- 005.7 - Basic Command Moves Motion of Move - DnFd+C Number of hits - RUSH 1 Japanese name - Takara Tsubushi English name - Treaure Smash Not content with just Standing D and HCF+A for air defense, his has retained his old Dn+C from KOF95, only this time it is a command move with pretty high priority. This moves takes almost everything out the air, good for using against people who like to jump alot with high priority air moves for example riot Iori's jumping D, or Clarks CD, better still it acts as a mini kinda launcher when opponants are caught by this in mid air, so it possible to register a rush 2 hit combo, by following up the DnFd+C with usually a HCF+A but other alternatives are available see the combo section. On ground level it can be used instead of standing C/D and is fully interuptble. [move rating ****] ---------------------------------------------------------------------------- Motion of Move - Fd+A Number of hits - RUSH 1 Japanese name - Zujo Barai English name - Overhead Sweep This acts as an overhead when used at close range, and is a guarenteed knockdown move, no A+B rolling outta this move when it connects, it's properties are pretty interesting as well, it nulifies projectiles including Halohshokens....! but be careful as it is little slow to come out so practise with the timing. Also after a sucessful knockdown, you can follow it up with his HCF+C pickup. Priority against other attacks is reasonable, it trades with Riot Yashiro's standing CD and rush supers like Kims and Iori's. [move rating **] ---------------------------------------------------------------------------- 005.8 - Basic Throws Motion of Move - Fd/Bk+C Number of hits - RUSH 8 Japanese name - Juji Shime English name - Crossbar Choke Range - 24 dots He straddles his opponant (the 'crossbar choke' on Benimaru should be banned!!) and proceeds to strangle the life out of them, a time consuming throw as well, so your opponant may call for help, if the circumstances are right, like Joes C throw, mashing the buttons during the throw is normal precedure....for erm..yes, thats right to get more hits, your opponant will also be mashing awayrelentlessly, trying to get out of it. [move rating *] ---------------------------------------------------------------------------- Motion of Move - Fd/Bk+C Number of hits - RUSH 1 Japanese name - Tsukami Tataki Tsuke English name - Tossing Strike Grip Range - 25-32 dots An amusing throw Goro picks up the opponant, dangles them upside down and, thrusts them forcefully into the floor, this throw is initiated when you are just out of range of his 'Crossbar Choke' throw hold, if you aim to use this throw volentarily, being able to judge distances certainly helps. [move rating **] ---------------------------------------------------------------------------- Motion of Move - Fd/Bk+D Number of hits - RUSH 1 Japanese name - Okuri Ashi Barai English name - Escorting Foot Sweep Range - 40 dots This has very good range for a basic throw, which entails Goro tripping up his opponant, as good as this throw may be, I rarely use basic throws if i'm using a command throw based character such as Goro, the throw when used also switches your characters positions around from left to right or vice versa. (the advantages of switching sides is explained later) [move rating ***] ---------------------------------------------------------------------------- 005.9 - The POW meter (management) It well known that throw based characters take longer to fill the POW meter than, say projectile or short range special move characters like Kyo, so I suggest that you place Goro 2nd of 3rd in your team line up, if you habour such character on your team, either at the selection screen or the screen where you choose what order the characters will fight in hold down C then press A or D, this sometimes changes the nature of the 'small face' that appears, by doing this, characters who would not usually pass on POW meter stocks or jump in and aid you, will help you, and pass on their stocks, there are a few character exceptions though. Okay, so you have 3 stocks, always MAX out when ever you can, and save the rest of your stocks for your SDM moves, HCB-HCB+A/C does 50% damage on MAX. ---(006)-------------------------------------------------------------------- Special Command Moves 006.1 - Commands for Special Moves 006.2 - Commands for Super Moves 006.3 - Quick reference Interuption Table ---------------------------------------------------------------------------- 006.1 - Commands for Special Moves Motion of move - QCF+B/D Number of hits - RUSH 1 Japanese name - Nekko Gaeshi English name - Root Digger Admittedly not the best of counters, it only counters standing basic moves though it has its uses, especially handy against characters that use alot of standing pokey moves such as Ryo's and Terry's Standing B and Yashiros Standing A. Though its risky using this, as your at the mercy of a jumping, crouching combo special move or (s)DM, so make sure you know how your opponant uses pokey moves before you risk using this, take note that people nearly always link several pokes in a row, the throw is a viable move, but best applied in rare circumstances.Move switches opponant from left to right and vice versa. [move rating ***] ---------------------------------------------------------------------------- Motion of Move - DP+C Number of hits - RUSH 0 Japanese name - Jirai Shin English name - Mine Shaker (fake) If your playing against someone who knowledgeble, they'll know jumping towards Goro is the LAST thing they'll want to do, even if they think he's exposing himself, with this in mind it makes this move redundant, as soon as people begin to see Goro raise his hands in the air expect them to immeadiately assume the crouch block position. To summerize, against a decent challenger, leave this move well alone. or just think of it as another alternative for his taunt, it's just that the move is far to obvious use other more subtle moves for provoking opponants to jump like repeated crouch A's or far standing B, etc, save this move for the CPU. [move rating *] ---------------------------------------------------------------------------- Motion of Move - DP+A Number of hits - RUSH 1 Japanese name - Jirai Shin English name - Mine Shaker Goros minelayer is of course best used when your opponant is at some distance, preferable just after you have floored them with a command grab or DM, so you'll be risking nothing by using it, and often catches people by suprise. if you see your opponant is using a character who's stratagy is based on "running away" for example Iori, Sie users will generally begin the round by backing into the corner and tossing out QCF+A/C to build their meters. With this in mind you can take them out of their fireball animation before they have released their fireball. [move rating ***] ---------------------------------------------------------------------------- Motion of Move - QCB+B/D Number of hits - RUSH 0 Japanese name - Chou Ukemi English name - Super Defence A few people have said to me what's the point of Goro having a Fd+AB roll and a command move roll, well the true value of Goro's QCB+B/D lies in it's interuptability, the B version is of considerable value, it's very quick, enough time to buffer whatever you want during the roll and if like me you play Goro offensivly, it works for you especially well when mixed up with HCF+C interupts, though do not overuse the interupt roll, as it's the element of suprise that will work in your favour.Also rolling by using QCB+B is a good way of building up your meter which cannot be done with AB rolling. [move rating ***] ---------------------------------------------------------------------------- Motion of Move - DP+B/D Number of hits - RUSH 2 Japanese name - Chou Osoto Geri English name - Super Outer Sweep I like this move and tend it to use it alot more than other expert Goro users, more than any thing I find this a move of conveience and a nice alternative to HCB-Fd+A/C. This is where I apply 90% of the move, well as have a habit of using his far standing D is a poke, this leaves my lower half exposed, quite a few people try to roll in and command throw me, as the Goro standing D is laggy when whiffed, but his whiffed standing D, can be interupted into DP+D which scoops people outta their rolls, conveiniently all on one button, I've punished more than my fair Clarks attempting A roll buffered DM in my time, when they've rolled under my Standing D. [move rating **] ---------------------------------------------------------------------------- Motion of Move - HCF+A Number of hits - RUSH 1 Japanese name - Kumo Tsukami Nage English name - Cloud Grappling Throw The main purpose of this move is to act as air defence, though the range is limiting it is ideal against an opponant attempting a jump in combo on you. Pretty useful when opponant is back jumping in the corner, but I personally prefer standing 'D', I only really tend to use this after DnFd+C, with opponants on ground level, it is only comboable against the tall characters. Also after Iori has knocked you down and you see him leave for the air to go for his crossup Bk+B, HCF+A as soon as you can which will take him out BTW beware of the sudden direction change. This also results in you and your opponant switching sides. [move rating ***] ---------------------------------------------------------------------------- Motion of Move - HCF+C Number of hits - RUSH 1 Japanese name - Kirikabu Gaeshi English name - Stump Digger Oh yes I love this move, like Clarks DP+B/D, this also has the ability people out of the air, as soon as they are about to land or just leave for a jump, but best of all is of course it's ability to pick people up off the floor from a knockdown move and the it's ability to throw your opponant out of a sweep move like for example Robert's, as the moves dowm in an arc, and has good range, it's a little too laggy for my liking when blocked, even though it does push the opponant back, and If it connects switches sides. [move rating ****] ---------------------------------------------------------------------------- Motion of Move - HCB-Fd+B/D Number of hits - RUSH 1 Japanese name - Ura Nage English name - Back Throw Running running grab type move, though Goro is left very exposed when this move whiffs, he runs for the grab, slides and spins around 180 deg to a halt, and is very vulnerable in this position, though while he is recovering from the whiffed running grab he is able to buffer throws, which can be useful if you get the conditions perfect, on occasion I have used standing CD on opponants going for a jump, and i interupted into HCB-Fd+B and ran through them just as they fall, and Goro runs just past them and turns around (HCB-Fd+B/D recovery) and stands virtually over his opponant lying on the floor, during the recovery time buffer either DM, preferably HCF-HCF+B/D, and it will grab them just as they have risen from the floor, timing is very crucial, Not as good as Clarks though, as the conditions with Goro are far harder to accheive. [move rating *] ---------------------------------------------------------------------------- Motion of Move - HCB-Fd+A/C Number of hits - RUSH 2 Japanese name - Tenchi Gaeshi English name - Heaven to Earth Reverser This should be used as his main command throw, though the range is a little short when compared to Clark's and Chang's main command throw, that why I usually combo this from near standing B which is fast and has good range, the the shortcut method is Fd+B-DnBk-Fd+A/C which includes the standing B. Though against hit based characters I tend to use run then command throw, kinda like how CPU Goro was in KOF96, the throw can be intergrated into short dash forwards which is Fd-Fd-DnBk-Fd+A/C. [move rating ***] ---------------------------------------------------------------------------- -- 007.2 - Commands for Super Moves Motion of Move - HCB-HCB+A/C Number of hits - RUSH 5 [DM] - RUSH 10+1 [SDM] Japanese name - Jigoku Gokuraku Otoshi English name - Heaven to Hell Slam Motion of Move - HCB-HCB+A/C His old and trusted DM remains as good as ever, though it is overshadowed by the new DM (Yama no Arashi Nekko Nuki) by the simple fact that the range is a fair bit better and on DM level inflicts more damage if HCF+C is used as the final part, though the range on the 'Heaven to hell slam' is still pretty reasonable, like you can perform this from the standing B whiff and combo it from crouching B, and, An advantage that this has over his new DM is that if you somehow do not manage to hit all the directions that are required for this move to come it overlaps with his HCB-Fd+A/C, which is still useful unlike, messing up the motion for his new DM which overlaps his counter...not the best thing to do when your in throwing range of your opponant. [move rating ***] ---------------------------------------------------------------------------- Motion of Move - HCF-HCF+B/D Number of hits - RUSH 1 [DM] - RUSH 1 [SDM] Japanese name - Yama no Arashi Nekko Nuki English name - Mountain Storm Root Digger Motion of Move - HCF+B/D (Yama no Arashi Nekko Nuki DM/SDM) Number of hits - RUSH 1 [DM] - RUSH 1 [SDM] Japanese name - Zoku Kiriabu Gaeshi English name - Stump Digger Continued Motion of Move - DP+B/D (from above Zoku Kiriabu Gaeshi DM) Number of hits - RUSH 1 [DM] Japanese name - Zoku Tenshi Gaeshi English name - Heaven to Earth Reverser Continued Motion of Move - DP+B/D (from above Zoku Kiriabu Gaeshi SDM) Number of hits - RUSH 3+1 [SDM] Japanese name - Bukko Nuki-Kumo Tsukami Nage English name - Uprooter-Cloud Grappling Throw His new multi-part super move requires you too perform 3 seperate motions to complete it sucessfully, at DM level, for the 3rd part, always use HCF+C instead of DP+B/D it does more damage, also if 3rd part is HCF+C it does more damage than his HCB-HCB+A/C at DM level. Also it has unbeleivlable range, it's almost like you can teleport your opponant over to your awaiting hands, so use this to your advantage. [move rating ****] ---------------------------------------------------------------------------- 007.3 - Quick reference Interuption Table | A | B | C | D | CD --------------|--------------------------------------- Near Standing | X | X | X | X | X --------------|--------------------------------------- Far Standing | X | X | - | - | X --------------|--------------------------------------- Crouching | X | - | - | X | - --------------|--------------------------------------- Up Jump | - | - | - | - | - --------------|--------------------------------------- Fd/Bk Jump | - | - | - | - | - X = Represents interuptable move - = Represents non interuptable move ---(008)-------------------------------------------------------------------- Chain Combinations Personally I use D as my main jump in, because of the downwards angle and priority of the kick, but ocassionally I jump in with B, as jump B, crouch A, DnFd+C doesn't push your opponant as far away as say Jump D, stand D, DnFd+C (blocked or not). If you do use DnFd+D after a standing move make sure it is 'D' as it interupts alot easier than trying to interupt off the same button. Jump in -- Dn+A -- Dn+A Jump in -- Dn+A -- DnFd+C Jump in -- D -- DnFd+C Jump in -- Dn+C -- DnFd+C ---(009)-------------------------------------------------------------------- --- Special Move Combinations 008.1 - Abbreviation Key RU - Amount Of Rush Hits. NC - Normal Combinations. CC - Corner Combinations. SS - Side Switching Move. DM - Despiration Move Combinations. SDM - Super Despiration Move Combinations. OTG - Off The Ground Combinations. MID - Mid Air Combinations. BIG - Works On Big Opponants Only NOT - Not Technically A Combo But Still Valid To Be Used Because It Can Be Pretty Effective. INT - The Move Before Can Be Intergrated Into either special or DM move (for example when comboing DnFd+C into say HCF-Fd+A/C) You Can Use DnFd+C-Bk-Fd+A/C As A Shortcut. ---------------------------------------------------------------------------- 008.2 - Combinations [OTG][SS][RUSH 2] Dn+D, HCF+C [OTG][SS][RUSH 2] Fd+A, HCF+C [MID][RUSH 2] DnFd+C, Far Standing D [MID][RUSH 2] DnFd+C, Up+D [MID][RUSH 2] DnFd+C, Up/Fd+D [MID][SS][RUSH 2] DnFd+C, HCF+A [NC][SS][BIG][RUSH 3] Jumping D, Standing C, HCF+A [NC][SS][RUSH 3] Jumping D, Standing C, HCF+C [NC][INT][RUSH 3] Crouching A, HCB-Fd+A/C [NC][RUSH 4] Jumping D, Standing C, DP+B/D [NC][NOT][RUSH 3+1] Jumping D, Standing D, DnFd+C, DP+A [NC][NOT][INT][RUSH 3+1] Jumping+D, Standing D, DnFd+C, HCB-Fd+B [NC][INT][RUSH 4] Jumping D, Standing C, HCB-Fd+A/C [DM][INT][RUSH 6] [SDM][RUSH 11+1] Crouching B, HCB-HCB+A/C [DM][RUSH 7] [SDM][RUSH 12+1] Jumping D, Standing C, HCB-HCB+A/C [DM][RUSH 8] [SDM][RUSH 13+1] Jumping B, Crouching A, DnFd+C, HCB-HCB+A/C [DM][RUSH 5] [SDM][RUSH 7] Jumping D, Standing C, HCF-HCF+B/D, HCF+B/D,DP+B/D [DM][RUSH 5] [SDM][RUSH 5] Jumping D, Standing C, HCF-HCF+B/D,HCF+B/D,HCF+C [DM][SS][INT][RUSH 6] [SDM][RUSH 6] Jumping D, Standing D, DnFd+C, HCF-HCF+B/D, HCF+B/D, HCF+C [DM][INT][RUSH 6] [SDM][RUSH 8] Jumping D, Standing D, DnFd+C, HCF-HCF+B/D, HCF+B/D, DP+B/D ---(010)-------------------------------------------------------------------- General Gameplay Stratagy and Techniques Help your opponants into the corner. Goro is at his best when zones his opponants in the corner, so take note of which of your moves and combinations result in you and your opponant switching or NOT switching sides, and use them to your advantage, by knowing how to keep your opponant in the corner. Okiseme fun with near standing B whiff interupts. This is what I usually use in Okiseme, and a very potent weapon it is too when an opponant gets thrown to the floor, I immeadiatly run towards my opponant while he is still down. people will usually expect a Dn+D so they usually crouch block as soon as they begin to see a move coming toward them. But the special properties of Goro's near standing B are, standing B has pretty good range it is readily comboable into either DM, and HCB-Fd+A/C, but best of all, it totally misses opponants in a crouch block, it travels straight over their head, and you can perform standing B whiff interupt into either DM. This is great because it is very deceptive. I cannot stress how useful a technique this is, if opponant catches on to your technique and stands after knockdown then near standing B is pokey enough to interupt what ever he tries to throw at you, and of course to recap standing B combos nicely into either DM. Alternativly and better perhaps if they are accustomed to your whiff standing B tactics, and stand then use crouching A/B (B is prefered) comboed into any DM. Other forms of okiseme. DP+A as soon as opponant gets up from the ground, very basic but highly effective and often catches a lot of people caught off guard, be sure not to do too close to your opponant though, as the recovery time of the DP+A isn't the best. Trap your opponants into the corner. I normally use this with my opponant backed in the corner, if he got any sense he won't go for repeated up jump buffered moves, cos Goro's standing D will bring his ass back down earth (remember opponants cannot air block moves that originate from the ground). When my opponant is backed in the corner, I keep repeating far standing B which as we all know is a low hit move, if they try to roll through the far standing B they will either be his out of the roll with a far standing B, or hit as they rise from the roll by Goro close standing B (so as soon as you begin to see the roll buffer his DM from B. So by repetedly using the poking far standing B, they will be cowering in a crouch block when you feel the time is right for you, quickly Fd-Fd standing B (which will come out as a near standing B which will whiff over their head and buffer HCF-HCF+B/D from the close standing B whiff, or perform a straight running DM, but I reccomend the standing B whiff, as if they up jump Goro's near standing B will also bring them back down. QCB+B roll interupt buffered moves. A fairly useful technique that often takes people by suprise when used in moderation,I normally interupt either near standing C or D into his 'B' version of the roll and basically buffer your desired throw or DM during the roll, there is also a small invincability window in the roll that allows you to pass safely through projectiles and sweeps etc, but if an opponant is using crouching pokes, which combo into a chain, this may disturb your buffered move, if they poke with hits which do not chain together you will get the command throw after the hit that doesn't combo into the next. QCB+D roll interupt from Dn+D Most good players perform A+B landing roll if they managed get hit by something as obvious as a Dn+D, so against experts ALWAYS interupt into a QCB+D instead of expecting to use your HCF+C pickup, so when they come out of the landing roll, you'll be right next to them, for your choice of command throw. QCB+B roll interupt from whiffed standing CD. I useful tactic, which I used to use lot's in KOF96 with Clark, CD whiff interupt into running grab, and it was only after looking at KOF97 technical manual, that when I began using this, but anyway this is how it works, get near your opponant, standing just out of hitting distance range then stand C+D which will whiff in the air, as soon as you hit CD interupt it straight away with QCB+B, although it will not make contact with him anyway, it will serve as a distraction and will not expect the suprise roll which you will buffer whatever during it. QCB+B roll interupt from blocked near standing C/D/DnFd+C. I tend to use this fairly frequently, I break when my jumping and standing hits are both blocked and interupt the roll off my standing hit, so Jumping D, standing C QCB+B, or even jumping B, crouching A, DnFd+C, QCB+B as an alternative for rolling in there and getting your command throws in, can be very suprising when used in moderation, a cheeky tactic. UpFd+A/B buffer HCF-HCB+B/D (tick throws) I usually nearly always use the B version, jump in with a light hit, not to deep though, as you risk being command thrown, buffer the HCF-HCB+B/D while your travelling through th air, when you get the block hit, the buffered DM will automatically connect due to it ludicrously large range. Goro's jumping B also has the ability to eat through alot of anti-air moves like Mai's DP+B for example and if the jump B hits you are guarenteed the DM, or any command throw for that matter from the hit stun. alternativly use the combos you usually use from a jump in with D. Fighting against projectile characters Well there's, Fd+A everything that comes towards you, though this may be of tremendous comical value, ultimatly it is on the slightly risky side of things. Though in terms of fun factor it's up there with your Kyo QCF+A, nailing every projectile, but you cannot mount an offensive from it because the move is too slow, to roll past always use your QCB+B rolls as they are faster and have better recovert than the Fd+AB rolls. Fighting against opponants who poke Well against characters with good good poking ability who poke high, that would include Yash, Ryo and Terry, and possibly Kyo you have QCF+B/D counter at your disposal, but Goro's QCF+B/D only counters high attacks. The best way to counter a low hit poker like Billy and Leona and to a lesser extent another Goro user is to use your own poke which is far standing B, it's pretty amusing when Billy goes into his Dn+A poking routine and your are able to kick his stick and him him at a distance, but a lot of hits will trade so remember to back dash DP+A, if your opponant pokes relentlessy. Jump....Simon says Jump...... I love a battle of wits and try too anticipate what my opponants will do this is made easier by me trying to entice my opponant into doing what I want him to do, and being able to set up the conditions where your opponant may risk a jump in, usually involves me exposing myself, for example a lot of people jump in after you perform a HCF+C that is blocked or repeated crouching 'A'. usually anything that involves me being in the crouching position, I use this to my advantage by placing exposing myself in those situations and entice them to jump towards me, then of course use DnFd+C...whatever. But it must be said DP+C is a little too obvious to expect them to jump, as soon as they see Goro raise his hands, expect an immeadiate crouch block. Rolling, Rolling, Rolling.. Not many people seem to expect two or more roll in sequence, which is a bonus for Goro users, I mainly use Fd+AB out of range followed by QCB+B, this catches many people unawares, though I have used QCB+D, QCB+B in the past, I find that if my opponants see the QCB+D command roll he tends to get more suspicious and jumpy than if I use his Fd+AB roll, which is the run of the mill roll. The running man Running DM are very effective against opponants you usually put alot of pressure on I usually prefer using Goro's HCB-HCB+A/C DM because I find it more conveinent, though his multi-part DM has better range, remember to use the short cut method. Fd-Fd (hold) -- DnFd-Bk-DnFd-Bk+A/C and Fd,Fd (hold) -- DnBk-Fd-DnBk-Fd+B/D.The running throws are very useful after you have sucessfully used a crouching D, as their performing their AB landing roll you run up and command throw them, as soon as you are able to, one of my favourite throw setups. Dash intergrated HCF-HCF+B/D As well as the above running DM method this also works well, over short distances DnBk-Fd-Fd-DnBk-Fd+B/D which intergrates the dash into the DM, however I like to run at my opponants from far away run close to them then use the DM intergrated dash, it should look almost seemless running apart from when you do the DnBk motion, but that actually helps if you mix up dash Dn+D in your repertoir, as opponants see you crouch, may lure them into a defensive crouch. Although this guide is meant to cover advance mode it is worth noting that this works well for extra mode users as you can intergrate the hop into his DM as well. Jump+B, Crouching+A, DnFd+C, HCB-Fd+B/DP+A (Rush 3 + Running Grab/Minelayer) Although not technically a combination, though the first 3 parts chain together nicely and doesn't push your opponant out too far, and your opponant won't usually expect the running grab tacked on the end, even if the first 3-hits are blocked, your opponants is not pushed out too far, also many players do not suspect running grab from a DnFd+C, however if he/she catches on to this and repeatedly hit you out the HCB-Fd+B, mix it up with up with DP+A. Connecting Jumping D, standing D, DnFd+C, HCF-HCF+B/D I pretty hard combo to pull off consistantly, mainly because after the standing D, you have to interupt with the DnFd+C immeadiatly after, too late and your opponant will be pushed out too far, also after the DnFd+C you have to perform the DM as fast as you can too connect it or again pushed your opponant out too far, the speed of the DnFd+C doesn't make it any easier, this is how I perform it, using the DnFd+C intergrated method, Jump D, Stand D, use Bk-DnBk-Dn-DnFd+C-Fd-DnBk-Fd+B/D in a fluid motion (intergrates DnFd+C with DM) Jump back D hit a crouching opponant Explicitly cunning little move, because of the downward angle that Goro's standing D strikes at, you can jump in on a crouching oppoanant doesn't matter if the jumpin is blocked or not, then as soon as you land immeadiatly diagonally back jump with D and it hits crouching opponants as you jump back to safty, ala King style. only not quite as refined as her nasty technique. Get the hell away from me... What I generally use too keep opponants away from me. Crouching+A, Crouching+A, DnFd+C Crouching+A, Crouching+A, Far standing B Far Standing+B - Standing+D Far Standing+B - Far Standing+B Kof Technical Manual far standing B tactics. This is a set of tactics to counter certain situations and create opportunities for your self by conditioning your opponant, with certain set of moves, which starts with far standing B, moves for all situations, I shouldn't need to explain where to apply the moves following the far standing B, as it's pretty obvious. Standing B - Standing C/D Standing B - DP+A Standing B - DP+C - HCF+A/standing D Standing B - DP+C - Dash HCF-HCF+B/D Standing B - QCB+B - Throw Standing B - Dash DM (either) However say an command throw opponant is in very close proximity to you make certain you only you moves that chains to prevent you being command thrown for example if Clark is right next to you and performs his DM motion if you use Dn+A-Dn+B he will be able to throw you after the Dn+A as Dn+B doesn't chain properly however if you use Dn+A-DnFdC this will leave no gap in time for him to get his DM in, and you'll push him out of range. Keeping opponants at distance. Welp we all know that Clark, Chang, Shermie and Riot Yash have better range on their main throw than Goro does, so if you havn't got any stocks, it's best if you keep them back at some distance, as they wouldn't dare to start a jump in combo keep them pinned back with far standing B's and D interupt DP+B, just in case the roll under your standing D. watch for the pokes though. and remember to use far standing B into HCB-Fd+A/C as this extends your range. ---(011)-------------------------------------------------------------------- Directional Shortcuts If you happen to find performing the moves a bit on the fiddly side when used in intricate combinations look no further, you can use the simplified methods to make the moveslightly more managable, well these are the ones that apply to Goro. HCF = DnBk-Fd HCF = Bk-Dn-Fd HCF = Bk-DnFd-Fd HCB-Fd = DnFd-DnBk-Fd HCB-Fd = Fd-DnBk-Fd HCB-Fd = Fd-DnBk-Bk-Fd HCB-Fd = DnFd-Bk-Fd HCB-Fd = Fd-Dn-Bk-Fd Just reverse the HCF motions to get the HCB shortcut motions, and perform the HCF or HCB shortcut motions twice to get the shortcut motions for the DM moves. In case your interested I'll list the shortcut motions that I use which also happen to be the same shortcut motions that Gamest reccommend using, which are: HCF = DnBk-Fd. HCB = DnFd-Bk HCB-Fd = Fd-DnBk-Fd HCF-HCF = DnBk-Fd-DnBk-Fd HCB-HCB = DnFd-Bk-DnFd-Bk NG Freak 'Perfect Manual' also mention that a short Fd-Fd dash can be intergrated into the buffering of his 'Yama no Arashi Nekko Nuki', using the shortcut method and it goes like this: DnBk-Fd-Fd, DnBk-Fd + B/D another useful technique. ---(012)-------------------------------------------------------------------- Throw Range comparison Just something to compare the range of Goro throws to, the measurement of a characters suck in range is measured in DOTS, I'll only give a few example of characters worth mentioning apart from Goro, but if your interested in other characters throw ranges not mentioned below, feel free to mail me. Goro - Bk/Fd+C (N) - 24 dot Shermie - Bk/Fd+C - 32 dot Bk/Fd+C - 32 dot Bk/Fd+D - 32 dot Bk/Fd+D - 40 dot HCF+B/D - 32 dot HCB-Fd+A/C - 32 dot HCF+A/C - 42 dot DP+B/D - 42 dot HCB-HCB+A/C - 48 dot HCB-HCB+A/C - 43 dot HCF-HCF+A/C - 46 dot HCF-HCF+B/D - 63 dot Riot Yash - Bk/Fd+C - 32 dot Chang - Bk/Fd+C - 40 dot Bk/Fd+D - 32 dot Bk/Fd+D - 40 dot HCF+B/D - 32 dot HCF-Fd+C - 60 dot HCF+A/C - 42 dot HCB-Fd+A/C - 45 dot Clark - Bk/Fd+C - 28 dot HCB-HCB+A/C - 48 dot Bk/Fd+D - 28 dot HCF-HCF+A/C - 59 dot HCF+B/D - 42 dot DP+B/D - 45 dot Mary - Bk/Fd+C - 28 dot HCF+A/C - 56 dot Bk/Fd+D - 28 dot HCB-HCB+A/C - 48 dot HCF+A/C - 32 dot HCF-HCF+B/D - 56 dot HCB-HCB+B/D - 56 dot So Goro has the best range with his 'Yama no Arashi Nekko Nuki' super...? well no, that belongs to Orochi himself, with his vacuum like DM that ends up with him crushing your soul, this weighs in at a formidable 66 dots. ---(013)-------------------------------------------------------------------- Alternative sources of Goro (97) information Book - Gamest Mook Vol.86 Book - Gamest Mook Vol.93 Title - KOF97 Graphical Manual Title - KOF97 Fighters Book Made - Shinseisha Publishing Made - Shinseisha Publishing Pages - 144 Pages - 114 Price - 980 Yen Price - 980 Yen ISBN - 4-88199-378-X ISBN - 4-88199-381-X Book - Gamest Mook Vol.99 Book - Gamest Mook Vol.117 Title - KOF97 Technical Manual Title - KOF94-97 Perfect Art Col. Made - Shinseisha Publishing Made - Shinseisha Publishing Pages - 176 Pages - 272 Price - 1280 Yen Price - 1980 Yen ISBN - 4-88199-406-9 ISBN - 4-87465-459-X Book - Neo-Geo Freak Special Video - Gamest Video Vol.41 Title - KOF97 Perfect Manual Title - KOF97 Gamest Video Made - Geibunsha Publishing Price - 4800 Yen Pages - 192 Price - 1650 Yen ISBN - 4-87465-380-4 ---(014)-------------------------------------------------------------------- Version History Ver. 1.01 - Unchecked version. Ver. 1.02 - Corrected some mistakes. ---(015)-------------------------------------------------------------------- Aknowledgements Special thanks goes out to the following: - Gamest mook 86 for interuptables table. - Gamest mook 93 for personal information. - Gamest mook 99 for various techniques. - KOF97 'Perfect Manual' for combinations. - KOF mailing list for Goro air juggle. - Chika for Japanese word translations - SNK for making Goro the way he is. - Goodge St Casino for cheap credits. (though recently they put the price up) - Players at Namco Wonderpark for practise. Special no thanks goes out to the following - Riot of Blood Iori, Yashiro and Leona users. - Infinity move users. - Extra mode and chicken players. ---(016)-------------------------------------------------------------------- On an final note If there is anything you which to add or contribute or if you disagree or have a discrepancie with any of the listed information, then feel free to contact me at riggs@btinternet.com. Regards EDDIE Goro Daimon Perfect Literiture © 1998.