King of Fighters 98 Goro Daimon Guide July 13, 1999 by: Patrick Hwang email: ph@ucla.edu Table of Contents 1. Disclaimer 2. About the Guide 3. About Goro 4. Goro Stuff 5. Moves/Special Moves/DMs 6. Combos 7. Strategies 8. Conclusion 1. Disclaimer This guide is intended for personal uses only, blah blah blah... Dont make any money off of this unless you share. Sharing is caring :) gimmie my credit if you take anything from this guide...not that its good or anything. 2. About the Guide I'm writing this guide to give players a better knowledge of Goro, the judo master of the Japan team. For any good player, there really is nothing in here that you probably don't know already. Anywayz, like i've always said, the guide is intended to enligten you. Please do not misinterpret this guide as a way to play Goro. By far, it is not. In fact, i do not proclaim to be great at using Goro. Actually I kinda suck, but I do know how to play him and where his strengths and weakness lay. So again, use this as a reference and not a way to play. Develop your own style of play for better results. 3. About Goro Goro has been in the KOF tournaments since 94. He is on the Japan team with fellow members Kyo and Benimaru. IMO he has become one of the most powerful in not cheapest fighters in 98. Why? Because Goro can beat a lot of people using just the regular buttons. Yup you heard me, a Goro player can beat people without and special moves. More on this later. In addition, Goro is made even more powerful (cheap) with his ability to do a bug. More on this later too. Aieya! Well people can complain about him but it really takes skillz to play Goro. 4. Goro Stuff Intro: 1st: Goro throws off his jacket(?) and begins to fight. 2nd/3rd: I believe he jumps in and hits his hands together...(am i wrong?) Special: Vs Kyo: Goro performs a little bow to Kyo as a sign of respect. Taunt: Goro raises both hands up into the air...is this a taunt??? 5. Moves/Special Moves/DMs Ratings: *: bad, poor, useless. dont use the move too much **: okay move, not too great. use it once in a while to surprise the opponents ***: average move. not too good, not too useful ****: good move. actually a very good move. use it often, but dont get too predictable *****: excellent, great move. abuse as much as you can Basic Moves Standing A: palm attack. looks like a short ranged palm attack. hits high ** B: shin kick. great move for poking. very fast and MUST BE BLOCKED LOW!! Abuse this move!!!! More about it later ***** C: double palm attack. A long ranged attack. Goro leans forward to smack the opponent. Powerful but slow start up. *** D: big kick. hahah this is a big kick upwards. Great anti-air since it hits very high **** CD: palm attack. a mid-level palm attack. slow and has little range *** Close A: palm attack. same as the standing one ** B: upwards kick. weird weird looking kick. can't say this is that useful ** C: punch. side punch to the midsection. okay move, usable in combos and quick to come out *** D: side kick. also a high attack. quick to come out, good in combos, and can also be used as anti-air **** Crouching A: palm attack. yay.... ** B: low kick. low kick without much range.... ** C: headbutt. a powerful move with little range ** D: sweep. well its a sweep attack. with the big legs that Goro has, this one really has no range. like i said, its a sweep *** Jumping A: jumping punch. a jab attack * B: jumping knee. like what it is, a jumping knee attack ** C: body splash. okay move, doesnt have too much range. looks weird *** D: jump kick. a kick aimed downwards. his best air attack overall...but that doesnt say much **** CD: air palm attack. hahah another palm. used to be awesome in 96. now its just okay... *** Command Moves Forward+A: hammer punch. one handed punch, very slow and overhead. can counter ground projectiles if timed right. Downforward+C: upwards forearm strike. Great anti-air. THE move for his BUG! Special Moves Earthquake, I think official name is Mine Layer or something.... DP+A/C if know how to use A **** if dont know how to use A ** if know how to use C ** if dont know how to use C * Goro slams his hands on the ground and creates an earthquake effect. This must be blocked low. Overall an okay move. But it's real power is its ability to counter projectile throwing chracters. If timed right, the Earthquake can hit the opponent as he is launching his projectile. If dont right, the projectile will not even come out. Alternatively, you can also time it so that Goro goes under the projectile as he performs his move. This can only be done with higher projectiles such as Sie and 94 Ryo. The C version is just a counter. Pretty useless IMO. But most of the time when you do the Earthquake, opponents jump forward. So if u manage to fake out the opponent... Cloud Tosser HCF+A *** Well this is another anti-air. Geez Goro has so many anti-airs. Anywayz, its an okay move. can only be used as an anti-air. If whiffed, be prepared for big punishment. Goro has huge recovery time. Can be used in the bug (more later) Stump Throw HCF+C *** Goro grabs the opponent while on the ground. Can also grab if the opponent is lying of the ground for a freebie hit (i.e after a sweep) slow and if blocked punishable. Useable in the bug also. Earth Mover HCB, F+A/C ***** This is Goro's main command throw. Wowee is this damaging. Goro grabs you and slams you on the ground and then picks you up again to throw you into the air (like a piece of meat). This move has range. Learn this move, use this move. abuse this move! Super Ukemi QCB+B/D B version ***** D version ** Goro does a little roll. Different than the AB roll. B version is very quick and has frames of invincibility. Can roll over projectiles and some attacks if timed right. This is a great move to learn. The D version is slow but rolls farther. It sucks, nuff said. Stick with the B version. Return Throw HCF+B/D ** Goro's counter. Unlike other counters, this can only counter BASIC moves. IMO this is a weak move. If counter successfully, Goro grabs the opponent and slams the opponent down. Reverse Drop HCB+B/D ** Goro runs at the opponent, grabs, and slams them. Um...this move is bad. Unlike Clark's running throw, this one doesnt seem to have the same "vaccuum" feel. Oh yeah, Goro runs veeeerryyyy slow....bad bad bad bad bad :( Hahah laugh at the opponent and consider yourself lucky or a master if you can pull this one off. Yeah, maybe scrubs or people not paying any attention will get caught by this stupid move.... Super Ohsotagari DP+B/D **** Goro takes a step forward and if within range, grabs the opponent and slams them. The damage of this move is insane. MAXED out, landing this move 4-5 times will kill them! This move has that "vaccuum" feel to it. Great for countering opponents who roll and you or try to sweep when close. A simple move to perform, this is move does insane amounts of damage. DM/SDMs Heaven to Hell Drop HCB, HCB+A/C ***** Goro's original DM. The basic grab and slam super. The SDM version is longer and does more damage. can be used in combos....yup you heard me right, COMBOS Typhoon Mountain HCF,HCF+B/D **** This is a mult-part DM. The SDM verision does more slams/damage after the third part connects. Goro raises his hands. At this point, Goro can take a couple of hits and then grabs you. What this means is, if the opponent is close enought to you, it doesn't matter if the are attacking you, Goro will simple get hit and still grab. BTW, this is not autoguard, Goro actually takes damage. I love this move against aggressive people. In addition, if you time this late, this can be used as an anti-air. Has good range. If connects, perform a HCF+B/D, and then a DP+B/D. 6. Combos Goro has combos. This is scary. Well he doesn't have too many of them, but the ones i've seen are powerful... Jump C, Close C, Downforward+C Jump C/D, Close C, Earth Mover Jump C/D, Close C, Heaven to Hell Drop This one is crazy, i can't do it, but i've seen it. I can do it without the DwnFrd+C though... Close D, Downforward+C, Heaven to Hell Drop DM/SDM 7. Strategies Well like i said before. Goro can beat scrubs and intermediate players without special moves. NOTE: good players will not fall for this. The standing B is a great pressure move. It's fast and very damaging. It must also be blocked low. So if the opponent is blocking there really is little can do from a low blocking position. This move can also counter the opponent if they are frantically trying to counter you. Because this is insanely fast, you can really frustrate the opponent and thus lure them into making mistakes. It has great range. So now you have the B button down. The D button is the next best move. Since its a great air counter, if they try to jump over your standing B, smack them back down with a standing D and go back to the damn poking B. Use the C every once in a while, since it has good range it can oftenly catch them off guard with your high/low poking game. Im telling you this is very cheap, i've beaten many people like this...STRAIGHT. But again, let me say that very good players will not fall for this. Basically, Goro is a thrower so you must learn to use his command throws. Another thing to learn is the BUG. The makes an already powerful character even more powerful...kinda like overkill huh? The Bug is this: be able to knock down the opponent and cancel into the Super Ukemi (only works with B button) from there, you can perform the Minelayer, etc etc. From what i hear, this bug can be performed as long as you knock the opponent down and cancel into the Super Ukemi fast enough. What that means is that you can do this after a sweep or a standing CD since both knock them onto the ground. Now i have never seen this nor been able to perform this. On the otherhand, IMO, the best way to do this bug is from the Downforward+C command move. This especially works well if they are jumping at you since it gives a enormous amount of time to cancel while the opponent is in the air. Below are some of the things you can do with the bug. Downforward+C (air counter), cancel into Super Ukemi, Minelayer Downforward+C (air counter), cancel into Super Ukemi, Minelayer, Stump Throw (if in right distance) Downforward+C (air counter), cancel into Super Ukemi, Cloud Tosser 8. Conclusion Well thats it. If you have any questions, please feel free to email me. See ya in 99! Copyright 1999 Patrick Hwang