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The King of Fighters XIV/Gang-Il: Difference between revisions
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=Special Moves= | =Special Moves= | ||
''' | '''Hangetsuzan''' - (Air qcb + B/D) | ||
* | * A bit similar to Kim's air Hangetsuzan, Gang-il performs a somersault in the air. | ||
* ( | * Air qcb + B soft knockdown. Combo after hop A to confirm into a cl. B or other light ground normals. If this move hits air opponents who are close to the ground, qcf(x2) + BD and ex dp + BD can follow-up. | ||
* ( | * Air qcb + D will hard knockdown ground and air opponents. It can be follow up by d,d + B/D and qcb(x2) + BD. | ||
'''EX:''' | '''EX:''' Overhead. Juggles opponent into any normal or special. This version has 19 frames of invincibility. Invincible frames start from frame 1 to 19. It does a soft knockdown. | ||
''' | '''Hakikyaku''' - (d,d + B/D) | ||
* | * Gang-il stomps the ground with this otg move. | ||
* | * Low Attack. | ||
* | * Move is safe on block with 1 positive frame. It can follow-up on most of his soft and hard knockdown moves including his b + D ground in the corner. | ||
* In order to follow-up on soft knockdown moves, Hakikyaku has hit in the first frame the opponent touches the ground. | |||
* Move can nullify regular ground projectiles. | |||
* Super cancellable. | |||
''' | '''EX:''' This move is an otg and a low attack. It is almost similar to Daimon's ground pound, but this move has to be blocked anywhere on the ground. It cannot be avoided by just crouching. | ||
::'''Double Twi Chagi''' - (dp + A/C) | |||
* | ::* Gang-il performs to flying kicks. | ||
* | ::* Move does soft knockdown. | ||
::* Best to use after confirming into d,d + B/D. | |||
::''' | ::'''Naeryo Chagi''' - (qcb + B/D) | ||
::* | ::* Gang-il performs an ax kick. | ||
::* One of Gang-il's mix-up follow-ups after d,d + B/D. This is an overhead attack. | |||
* | ::* There is a gap between d,d + B/D and this move. | ||
::* Can cancel into Ap Chagi. | |||
::* Super cancellable. | |||
::::'''Ap Chagi''' - (f + B/D) | |||
* | ::::* Gang-il performs a forward kick. | ||
* | ::::* Move does a soft knockdown to the opponent. | ||
::::* Super cancellable. | |||
::'''Najunde Twio Yop Chagi''' - (qcf + B/D) | |||
::* Gang-il performs a spinning stomp. | |||
* | ::* One of Gang-il's mix-up follow-ups after d,d + B/D. This is a low attack. | ||
* | ::* There enough after d,d + B/D to make this move a frame-trap. | ||
* | ::* Can cancel into Ap Chagi. | ||
'''EX:''' ( | ::* Super cancellable. | ||
'''Ressen Kyaku''' - (dp + B/D) | |||
* Gang-il does roundhouse kicks. | |||
* dp + B has the faster startup and can be combo from light normal moves. It does a soft knockdown to the opponent. | |||
* dp + B has low invincibility. 25 frames from frame 8 to 32. | |||
*dp + D has the slower startup. It can combo from heavy normal moves. | |||
* dp + D launches the opponent in the air. Gang-il can jump in the air after dp + D's last hit confirms. The cancel can only be done by holding any up direction. It's wise to hold uf and do any version of Hangetsuzan for more damage. | |||
* dp + D has low invincibility. 27 frames from frame 10 to 36. | |||
* Both versions does soft knockdown to the opponent. | |||
* Super cancellable. | |||
'''EX:''' The combination of both regular versions. It has a fast startup and can be canceled into a jump. The cancel can only be done by holding any up direction. Has 19 frames of low invincibility, which starts at frame 1 and ends at frame 19. Cause a soft knockdown. | |||
'''Shakka Shuu''' - (qcf + A/C) | |||
* Gang-il stands on one leg then moves forward to perform a barrage of rapid kicks. | |||
* qcf + A has 4 frames of auto-guard, from frame 7 to frame 10. It can be combo from heavy normal moves. | |||
* qcf + C can be charged for more auto guard frames. With no charge, this move has 9 frames of auto-guard, frames 7 to 15. With any charge, this move's auto-guard can last up to 44 frames. The start of this move is slow and only combo from a confirmed st. CD. | |||
* Super cancellable. | |||
'''EX:''' Like dp + D/ BD, this can be canceled into a jump after the last confirmed hit. The cancel can only be done by holding any up direction. It has 6 frames of auto-guard, frames 6 to 11. | |||
=Super Special Moves= | =Super Special Moves= |
Revision as of 07:02, 20 January 2018
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 - 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 -(b/f+C)
- Gang-il grabs the opponent and beats them with a flurry of kicks, sending them flying away
- pushes the opponent about 3/4 screen away from Gang-il
- Soft knockdown
Sakkyaku Nage -(b/f+D)
- classic 'sack of potatoes' he must have taught Kim. Gang-il unceremoniously tosses the opponent behind him
- lands the opponent about 1/2 screen away
- Hard knockdown
Command Moves
High Angle Naeryo Chagi - (f+B)
- Gang-il hops forward quickly to deliver a fierce axe kick aimed at the top of the opponents head
- Airborne during the animation, can crush/evade low aiming attacks
- Not special or super cancel-able, but can link into certain normals, specials and Super special moves
- Hits overhead
Ushiro-Geri - (if in air) (back + C)
- This is Gang-Il's cross-up command normal. He donkey kicks the opponent with his heel in mid-air.
- Not an overhead
- Can combo easily into Gang-il's normals and special moves
Special Moves
Hangetsuzan - (Air qcb + B/D)
- A bit similar to Kim's air Hangetsuzan, Gang-il performs a somersault in the air.
- Air qcb + B soft knockdown. Combo after hop A to confirm into a cl. B or other light ground normals. If this move hits air opponents who are close to the ground, qcf(x2) + BD and ex dp + BD can follow-up.
- Air qcb + D will hard knockdown ground and air opponents. It can be follow up by d,d + B/D and qcb(x2) + BD.
EX: Overhead. Juggles opponent into any normal or special. This version has 19 frames of invincibility. Invincible frames start from frame 1 to 19. It does a soft knockdown.
Hakikyaku - (d,d + B/D)
- Gang-il stomps the ground with this otg move.
- Low Attack.
- Move is safe on block with 1 positive frame. It can follow-up on most of his soft and hard knockdown moves including his b + D ground in the corner.
- In order to follow-up on soft knockdown moves, Hakikyaku has hit in the first frame the opponent touches the ground.
- Move can nullify regular ground projectiles.
- Super cancellable.
EX: This move is an otg and a low attack. It is almost similar to Daimon's ground pound, but this move has to be blocked anywhere on the ground. It cannot be avoided by just crouching.
- Double Twi Chagi - (dp + A/C)
- Gang-il performs to flying kicks.
- Move does soft knockdown.
- Best to use after confirming into d,d + B/D.
- Naeryo Chagi - (qcb + B/D)
- Gang-il performs an ax kick.
- One of Gang-il's mix-up follow-ups after d,d + B/D. This is an overhead attack.
- There is a gap between d,d + B/D and this move.
- Can cancel into Ap Chagi.
- Super cancellable.
- Ap Chagi - (f + B/D)
- Gang-il performs a forward kick.
- Move does a soft knockdown to the opponent.
- Super cancellable.
- Najunde Twio Yop Chagi - (qcf + B/D)
- Gang-il performs a spinning stomp.
- One of Gang-il's mix-up follow-ups after d,d + B/D. This is a low attack.
- There enough after d,d + B/D to make this move a frame-trap.
- Can cancel into Ap Chagi.
- Super cancellable.
Ressen Kyaku - (dp + B/D)
- Gang-il does roundhouse kicks.
- dp + B has the faster startup and can be combo from light normal moves. It does a soft knockdown to the opponent.
- dp + B has low invincibility. 25 frames from frame 8 to 32.
- dp + D has the slower startup. It can combo from heavy normal moves.
- dp + D launches the opponent in the air. Gang-il can jump in the air after dp + D's last hit confirms. The cancel can only be done by holding any up direction. It's wise to hold uf and do any version of Hangetsuzan for more damage.
- dp + D has low invincibility. 27 frames from frame 10 to 36.
- Both versions does soft knockdown to the opponent.
- Super cancellable.
EX: The combination of both regular versions. It has a fast startup and can be canceled into a jump. The cancel can only be done by holding any up direction. Has 19 frames of low invincibility, which starts at frame 1 and ends at frame 19. Cause a soft knockdown.
Shakka Shuu - (qcf + A/C)
- Gang-il stands on one leg then moves forward to perform a barrage of rapid kicks.
- qcf + A has 4 frames of auto-guard, from frame 7 to frame 10. It can be combo from heavy normal moves.
- qcf + C can be charged for more auto guard frames. With no charge, this move has 9 frames of auto-guard, frames 7 to 15. With any charge, this move's auto-guard can last up to 44 frames. The start of this move is slow and only combo from a confirmed st. CD.
- Super cancellable.
EX: Like dp + D/ BD, this can be canceled into a jump after the last confirmed hit. The cancel can only be done by holding any up direction. It has 6 frames of auto-guard, frames 6 to 11.
Super Special Moves
name of move - (motion here)
- (description here)
- (description here)
- (description here)
Max:
- follow up move - (motion if possible qcfx4 + B/D)
- (description here)
- (description here)
- (description here)
Climax Super Special Moves
name of move - (motion here qcf, qcf + B+D)
- (description here)
- (description here)
- (description here)
Combos
- (any special information about the character combos if needed)
Rush Auto Combo
Meterless: description here
1 Meter: description here
EX: description here
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
Frame Data
Videos
Gang Slow Motion Hitboxes
Contributors
External Links
Discussion Threads
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External Links
Discussion Threads
Discuss at Dream Cancel