Wednesday 8 February 2012

Goro Daimon


GORO DAIMAN
His official nickname is The Rising Storm
Goro-kofXIII.jpg
The King of Fighters XIII

Fighting Style           :   Judo with Personal Combat Style
Age                           :   29 Years
Birthday                   :   May 05
Birth Place                :   Japan
Height                       :   204 cm
Weight                       :   138 kg
Hobby                       :   Appreciating nature, Touring around Japanese Gardens.
Favorite Food            :   Buckwheat noodles served on a bamboo sieve, chocolate sundae 
Forte in Sports           :   Judo
Family / Relatives       :   Father, Mother, Seven Siblings, Jokyojo (Wife), Kogoro Daimon (son)
Kogoro Daimon

Jokyoko Daimon
Dislike                    :   Complex Machinery
Likes                       :   His Family, Geta (Japanese Clogs)
Nick Name              :   The Rising Storm



Story
Goro is a former Olympic gold medalist for Judo
Daimon Olympic Gold medalist
He participated in Japan's mixed martial arts tournament to determine the members for the country's King of Fighters team. Although he got far into the finals, he lost against Kyo and was bumped to third place. A year later, he entered the 1994 King of Fighters tournament with Benimaru (second place) and Kyo. He eventually befriends his teammates and continues to enter with them.
KOF '94
On the day before the 1997 tournament, his mentor begged him to return to his professional Judo career. Goro agreed to follow his request after he finished his participation in the year's King of Fighters tournament. As was promised, he returns to the Judo circles and brings fame back to Japan. During his absence from the King of Fighters tournament, he finally married and fathered a son. Goro also became the mentor of his own dojo.
Daimon play with son


In 2001, Benimaru invites him to join the King of Fighters with him. Goro was reluctant to enter until he learned that Kyo came back to Japan. To relive his team's glory days and to bring more fame to Judo, he enters with his oldteammates and Shingo.
The king of Fighter 2001
Wallpapers Video Games  Team Japan
Goro in KOF 2001
Inthe 2003 tournament,
Goro in KOF 2003
he joined Benimaru and Shingo once more before he goes back to attend to his dojo. Due to Shingo's incapacitated state from The King of Fighters XI, Goro agrees to reunite the Japan team, worried for his teammates. He is well aware of the current events since Benimaru explained everything he missed to him. Although his teammates worry about endangering the stability of his professional career and dojo for the tournament, he assures them that he has and always will be fine. Aware of the dangers involved while facing Those from the Past, he joins the tournament to make his students proud and to stay beside his friends.
In the KOF XIII
Bani, Kyo and Goro in KOF XIII
he and Benimaru both watch Kyo as he fights once again with Iori to an unknown result.
Personality
Daimon always seems to have a very serious expression, and grunts a lot. However, he has a very warm heart, as he always takes his time to coexist with nature and immerse himself there. He also likes to teach youngsters about Judo in his free time. He also patiently serves as an adviser and mediator between Kyo and Benimaru.
Yoki, Kyo, Bani and Goro

His old teammates nicknamed him "Goro-chan". He wasn't very popular with ladies due to his large and "scary looking" stature -a fact that he lamented for many years- until he was fortunate enough to meet Jokyojo.
Daimon fights with judo and jujutsu techniques, plus a personal striking style.
Powers





§ Geokinesis/Terrakinesis - Using his incredible strength, Daimon  can manipulate the grounds of the
Earth to his advantage.
§  Seismic Wave - By smacking the ground, Daimon can create a seismic wave that can make anyone fall.
§  Explosive Stomp - Daimon can sometimes emit explosive attacks with his attacks.

Game Appearance
§  The King of Fighters '94
The king of Fighters '94
§  The King of Fighters '95
pose for KOF '95
The king of Fighters '95
§  The King of Fighters '96
KOF '96
§  The King of Fighters '97
§  The King of Fighters '98
§  The King of Fighters '99: Evolution - As a Striker-only character
§  The King of Fighters: Battle de Paradise - As a striker
Daimon As A Striker
§ The King of Fighters 2000 - As a Striker for Seth
§  The King of Fighters 2001
§  The King of Fighters 2002
The King of Fighters 2000
KOF 2002
§  The King of Fighters 2003
§  The King of Fighters: Neowave
§  The King of Fighters XII
§  The King of Fighters XIII 

Mobile Appearance
§  The king of fighters Mobile
Cameo Appearance
§  Capcom vs SNK - background cameo in Kyo vs Benimaru matches
§  KOF: Maximum Impact - background cameo
§  Days of Memories (fourth title) - in-text cameo
§  The King of Fighters (pachinko)
§  The King of Fighters 2
Moves
  • Normal Moves


Standing A
 - Fast, really good anti-air against short hop.
File:Daimon-f-a.JPG

Standing B - THE POKE! Fast, low, long range, cancelable.
File:Daimon-f-b.JPG

Standing C - Nice and big, stays out a long time. Can stop short hops.
File:Daimon-f-c.JPG

Standing D - Fast, high priority, one of the best anti-air normals in the game. It can also punish things like incompleted Iori rekkas. It will whiff over crouching characters, so watch that.
File:Daimon-f-d.JPG

Standing CD - Big ass cancelable move. often used to cancel into his qcf+K counter and bait CD counters.
File:Daimon-cd.JPG

Close A
File:Daimon-cl-a.JPG

Close B
File:Daimon-cl-b.JPG

Close C - Fast, cancelable, great as a meaty. More range than close D, 
File:Daimon-cl-c.JPG

Close D - .
File:Daimon-cl-d.JPG

Crouching A - #1 poke if you're too close for standing B. Cancelable.
File:Daimon-cr-a.JPG



Crouching B - Good poke if you're too close for standing B as well. Links into super easily since it has a long animation/advantage.
File:Daimon-cr-b.JPG

Crouching C - Fast, good range. Probably better options though.
File:Daimon-cr-c.JPG

Crouching D - A sweep! Can be meatied pretty easily.
File:Daimon-cr-d.JPG

Jumping A - Pretty good air-to-air.
File:Daimon-j-a.JPG

Jumping B - Stays out for a long time, can be used as a crossup if it's very meaty, or your opponent is close to the corner, or in the corner and you are player 2. Good setup for his grab mixups.
File:Daimon-j-b.JPG

Jumping C - Crosses up, has a pretty hefty hitbox (what doesn't?).
File:Daimon-j-c.JPG

Jumping D - Godly jump move. Good for jumping in, or air-to-air jumping back. Can be used as an instant overhead (short hop only).
File:Daimon-j-d.JPG

Jumping CD - CD in the air!
File:Daimon-j-cd.JPG

  • Special Moves
Crossbar Choke Near opponent, or + C 
Escorting Foot Thrust Near opponent, or + D 
Seizing Strike Stab At short distance, or + C or D 
Head Thrust  + A 

Spelunker Smash  + C 


Mine Layer  + A 
Goro-2k3-groundsmash.gif
Mine Layer Feint  + C 
Uproot Return  + B or D 
Super Ukemi  + B or D 
Goro-2k3-judoroll.gif

Cloud Grappling Throw  + A 
Goro-2k3-airgrab.gif
Super Leg Swiper  + B 

Stump Cutter Return  + C 

Earth Return Near opponent, + C 

Reverse Drop  + D 


Heaven - To - Hell Drop Near opponent, + A or C 
Goro-2k3-super.gif

Mountain of stroms Near opponent, + B or D 

Stump Cutter Return  + B or D 
Uproot Return  + B or D 
  Earth Return  (MAX Stump Cutter only) + B or D

Photo Gallery