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The King of Fighters XIV/Gang-Il
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
- 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
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