Goro Daimon Guide by ERiggs

Version: 1.02 | Updated: 02/08/98 | Printable Version

From: EDDIE <riggs@btinternet.com>
Date: Sat, 7 Mar 1998 09:38:39 +0000

Created by Edwin-John Riggs esq (aka AMANO)
Last edited on 8th of February 1998


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


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


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.


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.


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


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

[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

[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.


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


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


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



DnFd+C, Far Standing D

DnFd+C, Up+D

DnFd+C, Up/Fd+D


Jumping D, Standing C, HCF+A

[NC][SS][RUSH 3]
Jumping D, Standing C, HCF+C

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

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

Jumping D, Standing D, DnFd+C, HCF-HCF+B/D, HCF+B/D, HCF+C

Jumping D, Standing D, DnFd+C, HCF-HCF+B/D, HCF+B/D, DP+B/D


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.


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.


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.


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


Version History

Ver. 1.01 - Unchecked version.
Ver. 1.02 - Corrected some mistakes.



   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.


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.