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The King of Fighters XIV/Gang-Il: Difference between revisions

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* (Throw description)
* '''Sakkyaku Nage'''


=Command Moves=
=Command Moves=

Revision as of 15:03, 15 September 2016

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Kubi Kari-Geri - close / +  

Sakkyaku Nage - close / +

Command Normals

High Angle Naeryo Chagi - +

Ushiro-Geri - in air, +

Special Moves

Hangetsuzan - in air, + / (*)

Hakikyaku - + / (*)

Double Twi Chagi - [Hakikyaku or ] + /
Naeryo Chagi - [Hakikyaku or ] + /
Ap Chagi [Naeryo Chagi] + /
Najunde Twio Yop Chagi - [Hakikyaku or ] + /
Ap Chagi [Najunde Twio Yop Chagi] + /

Ressen Kyaku - + / (*)

Shakka Shuu - + / (*)

Super Special Moves

Hienzan - + / (!)

Gekishin Kyaku - + / (!)

Climax Super Special Moves

Houou Kyaku - +

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) dmg

Gameplay Overview

Normals

Standing

  • None of Gang-il's st. normals are special cancellable, all are Max Mode cancellable.
  • st. A - somewhat far reaching anti-hop tool.
  • st. B - very fast diagonal kick. Not quite high enough to abuse as an anti-air, but great poking tool
  • st. C - back fist with decent horizontal range, slightly negative on block
  • st. D - quick spinning roundhouse, useful to keep opponents at bay or in the corner. Negative on block even at max range

Close

  • cl. A - has same animation as his st.A, but now becomes special and super cancellable. Plus on block
  • cl. B - two hit move the first of which counts as a low. Both hits of the move a special and super cancellable. It also acts as an easy two-hit confirm into Max Mode. Slightly negative on block
  • cl. C - double fist to the opponent's abdomen. Special and super cancellable, even on block
  • cl. D - another two hit kick move for Gang-il. Special and super cancellable on both hits, even on block. Another easy way to confirm into Max Mode

Crouching

  • cr. A - chains into itself cr.B. Special and super cancellable. Slightly plus on block
  • cr. B - chains into cr.A, st.A as well as cl.B (both hits). Special and super cancellable, but there is too much recovery to combo directly from cr.B except all versions of his qcfx2+K supers. Very plus on block
  • cr. C - crouching power elbow. Special and super cancellable. Pushes Gang-il too far away from his opponent on hit to connect with any other normal as a link. Very negative on block. Useful as a situational anti-air
  • cr. D - not an especially far reaching sweep. Causes soft knowdown. Has a mid-height from the ground hitbox similar to Iori's. Negative on block.

Jumping

  • j. A - steeply downward angled jab useful as a jump in tool. Cancellable in air with his qcb+K moves. Will combo with air qcb+B a standing opponent if the j.A hits at max height (only on mid and tall characters, so not Choi, Chin etc) and can follow up on the ground with a full combo after the air qcb+B. Plus on block
  • j. B - nearly completely vertical air kick, but the hitbox is such that you can use it as a jump in tool. Plus on block
  • j. C - horizontal air punch. Good air to air move. Completely whiffs on all crouching characters. Very plus on block
  • j. D - horizontal air kick. Great air to air move. The hitbox extends well below his leg and can be used as a jump in on the entire cast even if they crouch. Easy to confirm into his cl.D for full combo. Plus on block

Blowback

  • st. CD - far reaching sidekick with a slight diagonal angle upward causes wall splat. Gang-il can follow up at everywhere but max range mid screen with qcf+C into super. Even on block. He can whiff cancel all his special moves from his st.CD
  • j. CD - slightly upward angled jump kick. Causes a soft knockdown. Great air to air defense tool, really great jump in tool if delayed late in Gang-il's jump as the hitbox seems to extend well below his lead foot. Extremely plus on block.

Throws

  • Kubi Kari-Geri


  • Sakkyaku Nage

Command Moves

Special Moves

Notation Key (*) = EX OK

(!) = MAX OK


Super Special Moves

Climax Super Special Moves

Combos

0 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

1 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

2 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

3 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

4 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

Videos

External Links

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina