On 09/20/97 04:27:10 Knesuo wrote: >In a message dated 97-09-19 21:22:42 EDT, greg@gamespot.com (Greg Kasavin) >writes: >> I confirmed something truly evil and cool today: >> Standing C, df C, Stump Throw. >> FAST. Three hits. Pain. >I can beat that! :) >Standing D, df+C, Heaven Drop. OUCH. >> Looks very cool, but since the df C is _so_ fast, buffering the Stump Throw >> is something I've been unable to repeat. You'll have better luck comboing >> the F,D,DF + K special grab from this move, though it's still pretty >> difficult. >I can't get the Super Trip to combo off of this chain, since it seems to have >less range than the Heaven Drop. If you ask me, it's easier to chain Standing >D into df+C then it is to do Standing C into df+C. Either way, IT LOOKS GOOD. >I wonder if it's actually humanly possible to combo the Heaven to Hell Drop. Super Trip does less damage anyway, so I dunno about going for it all the time other than fer variety boredom. >> Goro can't use the C -> df C chain after a jump-in, because the jumping >> attack pushes him back too far. Still, this is a tremendous combo for his >> ground game. > >Damn right. >> Oh, and another sick-looking combo to try... do his close D into his >> multi-part super. Buffering that big kick to the face into a super looks >> really nasty. > >Especially since he just goes from a high kick into throwing his arms into >the air, at which point the opponent soon enters a whole new world of pain. > BTW, his overhead is really an overhead. You just have >to be really close to make sure it's an overhead... at which point you're >vulnerable to command throws, wake-up DP's, etc... but it's high-risk, and >high-reward with the free Stump Throw. BTW, this overhead has alot of weird properties, as anti-stuff. My older brother uses it exclusively for going through fireballs. Though I would rather use it to follow up with stump throw...FOR FREE! -Mao http://www.netcom.ca/~yurimai/ ---------------older posts >>I was just wondering what does the most damage out >>of Goro's HCF,HCF+B/D---HCF+B/D---HCF+A/C (pickup) or his >>HCB,HCB+A/C DM?. > >If one does more damage than the other, I haven't noticed. If I were to >guess, I'd go for the HCBx2 + A/C as being the stronger of the two. The >multi-part has less range and is more difficult to do, so it's a style move >and a cool one at that. HCB,HCB+A/C does more damage than his multi-part DM if third part is DP+B/D, but if HCF+C is used as third part which does more damage than the DP+B/D follow-up. I was thinking that it MAY do more damage than the HCB,HCB+A/C but i'll have to check on that. The only gripe I got with his multi-part is that the move overlaps his counter,BTW: are B and D versions of the counter the same?. >>Apart from Goro's new (S)DM what throws can he perform his >>HCF+A/C pickup from?, someone did mention a while ago that >>it MAY be possible from a HCF+A or DP+B with opponant in the >>corner, but I have'nt had the opportunity to try this. >The Stump Throw is HCF + C. HCF + A is a totally different move (the aerial >grab). You can Stump Throw the opponent when he's lying on the ground after >being hit by Goro's CD (air or ground), or his low D. I have yet to try >this, but it very well may work after his overhead (fwd + A) which knocks down. opps thats right, i've got a habit of slamming A/C and B/D together when mentioning moves I meant his HCF+C, it seems feasible that it would work after Fd+A. sure look stylish landing Jump+D,C,Fd+A,HCF+C. regards -AMANO- From: YuRiMai@netcom.ca Save Address Block Sender Date: Sun, 14 Sep 1997 19:13:01 -0400 (EDT) To: kof-ml@umich.edu Subject: Re: Goro DM Question On 09/13/97 20:14:47 Greg wrote: >At 07:54 PM 9/13/97 +0000, K.M. wrote: [cut] >>Root Puller: hcf,hcf,B/D > >Yes; the new one (the first part). Second part is HCF + B/D. Third part is >F,D,DF + B/D. you can substitute the dp + K with hcf + C since it does more damage, though Im sure its escapable. But what are the chances of someone escaping anyway? >>Arashi no Yama: hcb,hcb,B/D > >Nope. I'm not sure what this could be. Are you thinking perhaps of his HCB, >F + B/D running grab? this doesnt exist. Though, I see where your confusion comes from, Each of Goro's moves in his multi part super is called "Arashi no Yama _insert move name here_" I didnt repeat it in my move list to save space. his multi part super was originally listed like this: (I'm not gonna search again for the list to get the japanese, but I remember whats in faq I typed it from) Mountain Storm Root Extract = (close) hcf, hcf + K Mountain Storm Continue Cut Stump Return] = hcf + K Mountain Storm Extract Back Throw = dp + K (MAX version) Mountain Storm Continue Heaven and Earth Return = dp + K I hope that explains things. >>However, past contributors to my FAQ have pointed out that 'Arashi no >>Yama' is just another name for Goro's 3 part DM combo (starting with the >>Root Puller). I didn't really believe them, but then Lancer told me >>this so I guess it's true. >> >>That being the case, _does_ he have a hcb,hcb,B/D DM move? If he does, >>what's it's name? I can't believe I overlooked an error this big ^_^; >> > >HCBx2 B/D doesn't do anything to my knowledge. All things considered, even >though he has two DMs instead of three, Goro's got one of the most >impressive arrays of specials and supers in the game IMO. SNK gave him just >about everything I had hoped for. Lancer was right. He probably didnt make it clear enough. I agree with greg, Goro has hella options now. Though Im still mad that one thing was simplified since 96. (old motion for trip throw) I didnt like the running throw at first, but hey, its not cheezy and I like the non scrub motion. -mao Greg Kasavin wrote: > > Goro's been my favorite KoF character since '94, and '97 is > certainly no exception. He's almost frightfully powerful this time around, > if only because of how versatile he is. Here are a few notes on the guy: > > HCB, F + C (Heaven Drop) remains a powerful command throw. Combo it. Use it > against turtles. Whatever. It's great. Heh heh...well said. > F,D,DF + B/D is Goro's other command throw, whose name escapes me. It's a > faster, easier motion but the move does less damage. Also readily comboable. > > HCF + A (The Cloud Tosser) is the single most reliable anti-air move in the > game. It does a decent bit of harm and looks great. Whereas most uppercuts > aren't reliable as air defense in KoF'97, the Cloud Tosser has perfect > anti-air priority if you use it right. Just make sure and perform the move a > bit early (compared to the typical Ryu Dragon Punch last-second mentality) > so Goro's sticking out his hand by the time the opponent is in range. Hmm...almost too effective...it's way too effective for turtling Daimons, but without it, Daimon...well, it just wouldn't be the same...and he'd definitely fall in the rankings. > HCF + C (The Stump Throw) has big priority over certain kinds of moves, > making it better than ever before even though it's laggier if blocked. Most > importantly, the Stump Throw wins out over sweeps. If you're playing a > sweep-happy opponent (Leona, Yashiro, Kensou, etc.) Goro will make his life > a living hell if he anticipates a sweep and meets it with a Stump Throw. The > Stump Throw also has big reach, so try zoning the opponent with it and using > it at its maximum effective range. And of course, Goro can pull a Stump > Throw after connecting a CD or a sweep. Just watch out for those recovery > rolls. Yes, at points it even appears that the Stump Throw makes Daimon invincible to sweeps! I was playing my friend's Daimon once and I remember I tried to sweep him. I could have sworn my sweep foot touched Daimon's front foot, but instead he grabbed me and hucked me! > F,D,DF + A (The Minelayer) is an important move. Don't ignore it, as it'll > score you one good hit every match or two if you use it very infrequently. > It deals some pretty good damage, too. Yep. > F,D,DF + C fakes the Minelayer... still a wonderful setup for the > high-priority Cloud Tosser. Yep. > HCB,F + B/D is Goro's new running grab. Not a move to rely on, but it's fast > enough to be used to good effect from once a round to once a match. Since > Goro has so many moves, one of his top strategies is to mix it up as much as > possible. This is a great move for doing so. > > HCFx2 + B/D is Goro's new super. Second part is HCF + B/D, third part is > F,D,DF + B/D. As others have mentioned, this move actually inflicts less > damage than Goro's Heaven to Hell Drop super. Note that the last part can > indeed be substituted with a HCF + C Stump Throw which makes the move more > powerful at the regular DM level than the Heaven to Hell Drop. Wow cool! Didn't know! Must...try... [some stuff deleted, including most of Bastard Wakeup Strategy] > ... > > And now - the Bastard Wakeup Strategy. Goro can play an evil wakeup game > after connecting any of his throws. Run up, and as the opponent stands > you're presented with a huge series of options: > > A) Go for a trick sweep (ie, stand over the guy, then press down + D just as > he gets up). Goro's sweep is fast. If it hits, pull a Stump Throw. > > B) Go for an overhead. Goro's overhead is slow, but a lot of people don't > know he has one. Let me know if the Stump Throw works after this. > > C) Against the more aggressive types, hang back a bit and go for a Stump > Throw just after they stand. A lot of people try to sweep Goro when he's > close, but as mentioned the Stump Throw beats 'em out just about every time. > > D) Stand close, and pull a C into a Stump Throw (or command throw of > choice). Goro's close C is fast. It'll eat up just about any counter-attack > they attempt. At worst, you'll be safe if this is blocked. > > E) Let the opponent stand. A split second latter, perform command throw of > choice. This is an outstanding follow-up to part D because by now the > opponent is expecting an attack. So he blocks low. So you nab him with an > unblockable grab. > > F) As the opponent is standing, perform the HCB, F + B/D running grab. This > is useful as a change-up to part E. > > G) As the opponent stands, perform the QCF + B/D reversal. If you're dealing > with the type who likes to rely on low A / low B flurries, this is perfect. Here's another thing. If you're good at judging distances, try this: use the long range roll (qcb+D?) so that you land just barely outside footsweep range. At this point he will probably try to footsweep you. Immediately follow with the quick roll (qcb+B?) or AB roll and command throw! Deliciously devilish! -- Theo Yeung Live your life as you would a cherry blossom. brownbag@ibm.net