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