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The King of Fighters XIV/Gang-Il: Difference between revisions
Macrobeast (talk | contribs) |
Macrobeast (talk | contribs) |
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'''Standing''' | '''Standing''' | ||
* | * None of Gang-il's st. normals are special cancellable, all are Max Mode cancellable. | ||
* st. A some what far reaching anti-hop tool. | * st. A some what far reaching anti-hop tool. | ||
Line 102: | Line 102: | ||
'''Close''' | '''Close''' | ||
* cl. A | * cl. A has same animation as his st.A, but now becomes special and super cancellable. Plus on block | ||
* cl. B | * 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 | ||
* cl. C | * cl. C |
Revision as of 15:13, 6 September 2016
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (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 some what 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
- cl. C
- cl. D
Crouching
- cr. A
- cr. B
- cr. C
- cr. D
Jumping
- j. A
- j. B
- j. C
- j. D
Blowback
- st. CD
- j. CD
Throws
- (Throw description)
- (Throw description)
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)