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Gang-Il

Started by Mr.Minionman, August 05, 2016, 07:25:13 PM

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Mr.Minionman



Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

(*) = EX OK
(!) = MAX OK

Throws
Kubi Kari-Geri - (close) ;bk/ ;fd + ;c
Sakkyaku Nage - (close) ;bk/ ;fd + ;d

Command Normals
High Angle Naeryo Chagi - ;fd + ;b
Ushiro-Geri - (in air) ;bk + ;c

Special Moves
Hangetsuzan - (in air) ;qcb + ;b/ ;d (*)
Hakikyaku ;dn ;dn + ;b/ ;d (*)
  ∟ Double Twi Chagi - [Hakikyaku ;b/ ;d ] ;dp + ;a/ ;c
  ∟ Naeryo Chagi - [Hakikyaku ;b/ ;d ] ;qcb + ;b/ ;d
     ∟ Ap Chagi [Naeryo Chagi] ;fd + ;b/ ;d
  ∟ Najunde Twio Yop Chagi - [Hakikyaku ;b/ ;d ] ;qcf + ;b/ ;d
     ∟ Ap Chagi [Najunde Twio Yop Chagi] ;fd + ;b/ ;d
Ressen Kyaku - ;dp + ;b/ ;d
Shakka Shuu - ;qcf + ;a/ ;c

Super Special Moves
Hienzan - ;qcf ;qcf + ;b/ ;d (!)
Gekishin Kyaku - ;qcb ;qcb + ;b/ ;d (!)

Climax Super Special Move
Houou Kyaku - ;qcb ;hcf + ;b ;d

KrsJin

Been trying to come up with some stuff for him. Please let me know if you have any questions or suggestions.

Best mid-screen two bar combo I've found so far:
https://twitter.com/KrsJin/status/764877388014424064

Best one bar corner combo I've found so far:
https://twitter.com/KrsJin/status/764881993045729280

Please note this is pre-final release, things could very well change.

Alucard-XII

 ;fd  ;b;dn  ;b connect if the opponent was crouching.

Not sure what to follow it up with, but it's possible to do a super or activate MAX into close  ;b

I'm having a hard time figuring out how to use him.

KrsJin

Quote from: Alucard-XII on September 01, 2016, 06:27:57 AM
;fd  ;b;dn  ;b connect if the opponent was crouching.

Not sure what to follow it up with, but it's possible to do a super or activate MAX into close  ;b

I'm having a hard time figuring out how to use him.

He's definitely quirky and not easy to use in my opinion. At least not at first.

What you can do on  ;fd ;b even on a standing opponent is  ;fd ;b;b (Bypass)  ;fd ;dn ;df ;c ;d. This works mid-screen too but you have to land the  ;fd ;b fairly close for the follow up  ;b to land.

I'll do a write up of my thoughts on him as a I get a bit more versus exp in. But his CDs, far pokes and  ;dn ;dn ;k are all really good and should be used a lot, imo.

KrsJin

Best combo collection I've seen for him yet. I don't think much more stuff will be discovered out of this. It will just be tweaking these combos based on the meter you have at the time for optimization.
https://www.youtube.com/watch?v=E0bmO4xMIDI


Should note, if you're going for a punish and have meter, it's often better to not do MAX mode with Gang il and just go for advanced cancel stuff.

desmond_kof

"Gang-il optimal mid screen punish against heavy recovery. 2 bars."
https://twitter.com/KrsJin/status/772299024854417409
"Do not place so much importance on winning. The fight itself has value."

KrsJin

^In line with that series of punishes, this actually seems pretty legit after I tested it more.
https://twitter.com/KrsJin/status/772298136530194432 - 1 bar mid screen punish. Pretty good one bar damage with the chance of 90 more when they recover.

Monokeros

Gang-il's EX Hangetsuzan is invincible. I guess now we know where KOF13 Kim learned it heh.
https://youtu.be/i1vieCPkXHY

KrsJin

^Which helps my reasoning for making him my anchor. Just pop that MAX mode for the EX stomp and invincible Hangetsuzan. Pretty good combo really, makes them want to jump and you want to hit EX Hangetsuzan in the air. The only problem is it's REALLY hard to combo out of if you hit a grounded opponent. But it's safe on block (I think?) too.

Definitely a great thing to use for Gang-il. Glad you pointed it out.

Chameleon

whats so good about his ex stomp?

KrsJin

Quote from: Chameleon on September 18, 2016, 02:36:03 AM
whats so good about his ex stomp?
It's a full-screen low. Good to combat fireballs and such. More gimmick/utility than anything for combos.

White Rob

Some suggested corrections/additions to the KOF XIV Wiki for Gang-Il:

- cr.B is not special-cancellable. Only super and MAX cancels work.
- Both cr.B and cr.D low profile. For example, each of those normals beats Terry's 214A/C cleanly. Both can go under Robert fireballs.
- cr.C can be whiff-cancelled into command moves (6B), specials, and supers.
- CD, dash into whiff-cancelled CD,22B combos most everywhere for meterless hard knockdown. (2 hits, 109 dmg)
- D throw can combo into 22B/D when Gang-Il's back is to the wall.
- Fastest input backdash Hangetsuzan is 2144B. It will actually come out fast enough to create a hitbox in front of Gang-Il if you do it this way. Safest way to build meter (which Gang-Il needs to function).

KrsJin

I wish there was a like or +1 button but just want to chime in and say the info White Rob posted is invaluable for Gang-il. You have to work so hard and use everything available, so definitely get familiar with the bullets above.

KrsJin

What position is everyone playing him on? Which do you think is best for him?

I have him on anchor currently because half of his Max mode combos require it to do much damage. It's also nice having ex move available. That said, I don't really feel he fits the anchor roll well at all. I get more mileage out of him on point or second, just reluctant to change him yet.