GORO DAIMAN His official nickname is The Rising Storm |
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
Kogoro Daimon |
Jokyoko Daimon |
Likes : His Family, Geta (Japanese Clogs)
Daimon Olympic Gold medalist |
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 |
Goro in KOF 2001 |
Goro in KOF 2003 |
In the KOF XIII,
Bani, Kyo and Goro in KOF XIII |
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.
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.
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.
§ 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 '95
The king of Fighters '94 |
pose for KOF '95 |
The king of Fighters '95 |
§ The King of Fighters '96
§ 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
§ The King of Fighters 2001
§ The King of Fighters 2003
§ The King of Fighters: Neowave
§ The King of Fighters XII
§ The King of Fighters XIII
§ 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.
Standing C - Nice and big, stays out a long time. Can stop short hops.
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.
Standing CD - Big ass cancelable move. often used to cancel into his qcf+K counter and bait CD counters.
Close A
Close B
Close C - Fast, cancelable, great as a meaty. More range than close D,
Close D - .
Crouching A - #1 poke if you're too close for standing B. Cancelable.
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.
Crouching C - Fast, good range. Probably better options though.
Crouching D - A sweep! Can be meatied pretty easily.
Jumping A - Pretty good air-to-air.
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.
Jumping C - Crosses up, has a pretty hefty hitbox (what doesn't?).
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).
Jumping CD - CD in the air!
- 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
Uproot Return + B or D
Stump Cutter Return + C
Reverse Drop + D
Uproot Return + B or D
Earth Return (MAX Stump Cutter only) + B or D
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