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The King of Fighters XIV/Gang-Il: Difference between revisions
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* None of Gang-il's st. normals are special cancellable, all are Max Mode cancellable. | * None of Gang-il's st. normals are special cancellable, all are Max Mode cancellable. | ||
* st. A - | * 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. B - very fast diagonal kick. Not quite high enough to abuse as an anti-air, but great poking tool | ||
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'''Close''' | '''Close''' | ||
* cl. A has same animation as his st.A, but now becomes special and super cancellable. Plus on block | * 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. 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. 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 | * 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''' | '''Crouching''' | ||
* cr. A | * cr. A - chains into itself cr.B. Special and super cancellable. Slightly plus on block | ||
* cr. B | * 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 | * 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 | * cr. D |
Revision as of 15:42, 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 - 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
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)