The King of Fighters XIV/Gang-Il

From Dream Cancel Wiki
Jump to navigation Jump to search

Charaimg gang-il.png

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Kubi Kari-Geri - close Bk.gif / Fd.gif + C.gif 

Sakkyaku Nage - close Bk.gif / Fd.gif + D.gif

Command Normals

High Angle Naeryo Chagi - Fd.gif + B.gif

Ushiro-Geri - in air, Bk.gif + C.gif

Special Moves

Hangetsuzan - in air, Qcb.gif + B.gif / D.gif (*)

Hakikyaku - Dn.gifDn.gif + B.gif / D.gif (*)

Double Twi Chagi - [Hakikyaku B.gif or D.gif ] Dp.gif + A.gif / C.gif
Naeryo Chagi - [Hakikyaku B.gif or D.gif ] Qcb.gif + B.gif / D.gif
Ap Chagi [Naeryo Chagi] Fd.gif + B.gif / D.gif
Najunde Twio Yop Chagi - [Hakikyaku B.gif or D.gif ] Qcf.gif + B.gif / D.gif
Ap Chagi [Najunde Twio Yop Chagi] Fd.gif + B.gif / D.gif

Ressen Kyaku - Dp.gif + B.gif / D.gif (*)

Shakka Shuu - Qcf.gif + A.gif / C.gif (*)

Super Special Moves

Hienzan - Qcf.gif Qcf.gif + B.gif / D.gif (!)

Gekishin Kyaku - Qcb.gif Qcb.gif + B.gif / D.gif (!)

Climax Super Special Moves

Houou Kyaku - Qcb.gif Db.gifQcf.gif + B.gifD.gif

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Low, Anywhere
Low, Anywhere
Anywhere

cr. B, Rush Combo = 201 dmg
cr. B, cr. A, d,d+B/D, dp+A/C = 172 dmg
cl. D, dp + D, uf, air qcb + D, d,d + B/D = 237 dmg

1 Meter

Anywhere
Overhead, Anywhere
Anywhere

cr. B, cr. A, d,d+B/D, qcb(x2)+B/D = 277 dmg
f+B, cr. B, qcf(x2)+B/D = 250 dmg
cl. D, dp+D, uf, qcb+D, d,d+B/D, qcb(x2)+B/D = 315 dmg

2 Meters Low, Anywhere cr. B, cr. A, d,d+B/D, qcf(x2)BD = 391 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.
  • Blockstring ender.
  • 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

Hienzan - qcf(x2) + B/D

  • It's an okay anti-air and reversal. However, it becomes active in the 6th sixth frame.
  • Gang-il performs his school's signature flip kick.
  • Move has 7 frames of invincibility from startup to the first active frame.
  • Can't be advanced canceled or climax canceled.
  • Cause hard knockdown.

Max: Max version has 8 frames of invincibility from startup to the first active frame. It's 4 frame move. This move can't be climax canceled.


Gekishin Kyaku - qcb(x2) + B/D

  • A more powerful version of the Haki Hakikyaku.
  • Otg and low attack with range. The range exceeds Gang-il's Far B's.
  • Has 16 low invincible frames from the second frame to the sixteenth frame. Keep in mind that the first frame of all ground supers in this game is fully invincible.
  • Advanced and Climax Cancelable.
  • Cause hard knockdown.

Max: * Otg and low attack with range. The range greatly exceeds Gang-il's st. CD's. First two frames are fully invincible. Has 5 low invincible frames from the third frame to the seventh frame.

Climax Super Special Moves

Houou Kyaku - (qcb, hcf + B+D)

  • Gang-il's signature ranbu.
  • Has 5 frames of full invincibility. Projectile Invincibility exists after the 5 frame.
  • Cause hard knockdown.

Combos

Combo Starters

  • cr. B, cr. A
  • cr. B, cr. A, cr. B (BC)
  • cr. A, cr. A
  • cr. A, cr. B (BC)
  • cr. B, cl. B
  • f+B, cr. B (BC)

(f+B must hit as an overhead for this combo to work.)

  • cl. D

Notation

Rush Auto Combo

Meterless: 2nd hit builds a lot of space between Gang-il and his opponent to make him safe. Dmg: 182

1 Meter: Dmg: 223

EX: Dmg: 354

0 meter

Anywhere

  • cr. b, cl. A (x5, Rush Combo) = (201 DMG)

(https://youtu.be/iz1-YOxvrQI)


  • cr. B, cr. A, d,d + B/D, dp + A/C = (172 DMG)

(https://youtu.be/BM7pPV-V7w4)


  • Far B, d,d + B/D, dp + A/C = (156 DMG)

(https://youtu.be/QBvPP6zmbl0)


  • cl. D, dp + D, uf, air qcb + D, d,d + B/D = (237 DMG)

(https://youtu.be/hp8o0sRM2j0)


  • forward short hop j. A, air qcb+B, cl. B, d,d+B/D, dp+A/C = (247 DMG)

(Does not work on specific characters while they are crunching unless they were hit before Hop A: Sylvie, Mian, Zarina, Nakoruru, Mui-Mui, Love Heart, Choi, Tung Fu Rue, Kula, Leona, King, Mai, Alice, Athena, Chin, Yuri, Whip, Blue Mary https://youtu.be/StgmneSgvXw)


Corner

  • cr. B, cr. A, dp + B, cl. B = (127 DMG)

(It's a reset that allows Gang-il to another cl. B against any opponent whose moves do not have invincibility or is not active at frame 3. https://youtu.be/1pKCl2vvR7g)


  • st. CD, qcf+C, dp+B, cr. C = (240 DMG)

(Does not work on Gang-il, Choi, Tung Fu Rue, and Chin because dp+B whiffs. https://youtu.be/Ao4thkYnp2c)


  • close f+D, d,d+K = (138 DMG)

(Gang-il's back must be at the corner because he will throw the opponent into the corner. https://youtu.be/ZVUM1VkA3Rg)

1 meter

1000 Maxmode and up/ All Positions/ Anywhere

  • cr. B, cr. A, d,d+B/D, qcb(x2)+B/D = (277 DMG)

(https://youtu.be/un5hduzXAJs)


  • cr. B, cr. A, cr. B, (BC), cl. D, qcf+AC, uf, qcb+BD, qcf+A = (287 DMG)

(https://youtu.be/Kr-JddzNzVo)


  • f+B, cr. B, qcf(x2)+B/D = (250 DMG)

(f+B must hit as an overhead for this combo to work. https://youtu.be/3g-AWbPw9xw)


  • f+B, cr. B, (BC), cl. B, dp+BD, uf, qcb+BD, qcf+ A = (272 DMG)

(f+B must hit as an overhead for this combo to work. https://youtu.be/szRivDVT-f8)


  • f+B, cr. B, (BC), cl. D, dp+BD, uf, qcb+BD, qcf+ A = (304 DMG)

(f+B must hit as an overhead for this combo to work. https://youtu.be/nygsEOnQQEA)


  • cl. D, dp+D, uf, qcb+D, d,d+B/D, qcb(x2)+B/D = (315 DMG)

(https://youtu.be/G3MdiFshzWQ)


  • Far D, (BC), forward short hop j. A, air qcb+B, cl. D, dp+BD, uf, qcb+BD, qcf+A = (385 DMG)

(https://youtu.be/qjG_1nCq7Fw)


1000 Maxmode and up/ All Positions/ Corner

  • st. CD, qcf+C, dp+B, qcf(x2)+B/D = (295 DMG)

(Does not work on Gang-il, Choi, Tung Fu Rue, and Chin because dp+B whiffs.)


  • close f+D, d,d+K, qcb(x2)+B/D = (246 DMG)

(Gang-il's back must be at the corner because he will throw the opponent into the corner.)


  • cr. B, cr. A, (BC), cr. C, qcf+AC, uf, qcb+BD, dp+D, qcb+D, d,d+B/D = 313 (DMG)

(Gang-il can do a 4 frame safe jump after d,d+B/D hits.)


  • cl. D, (BC), forward short hop j. A, air qcb+B, cl. D, dp+BD, uf, qcb+BD, dp+D, uf, qcb+D, d,d+B/D = (390 DMG)

(https://youtu.be/j4YG96Vr77E)


1250 Maxmode and up / 2nd and 3rd Positions/ Corner

  • cr. B, cr. A, (BC), cr. C, dp+BD, uf, qcb+BD, qcf+AC, qcb+D, d,d+B/D = 330 (DMG)

(https://youtu.be/pY1Zm0nKYBc)


  • cr. B, cr. A, (BC), cr. C, dp+BD, uf, qcb+BD, qcf+AC, qcb+B, cr. C = 339 (DMG)

(https://youtu.be/cxlb-g2IrQA)


1500 Maxmode / 3rd Position/ Corner

  • cl. D, (BC), forward short hop j. A, air qcb+B, cl. D, dp+BD, uf, qcb+BD, qcf+AC, uf, qcb+D, d,d+B/D = (396 DMG)

(https://youtu.be/fy-JpN8iY88)

2 meters

1000 Maxmode and up/ All Positions/ Anywhere

  • f+B, cr. B, qcb(x2)+BD = (369 DMG)

(f+B must hit as an overhead for this combo to work. https://youtu.be/HIeWgw5zxDw)


  • close f+D, d,d+K, qcb(x2)+BD = (336 DMG)

(Gang-il's back must be at the corner because he will throw the opponent into the corner. https://youtu.be/GSHBRSjPV4A)


  • cr. B, cr. A, cr. B, (BC) cl. D, qcf+AC, uf, qcb+B, qcf(x2)+BD = (446 DMG)

(https://youtu.be/z3_wL70B5A8)


  • cl. D, (BC), forward short hop j. A, air qcb+B, cl. D, dp+BD, uf, qcb+BD, qcf+A, qcf(x2)+B/D = (459 DMG)

(1000 Maxmode / 1st Position only https://youtu.be/h9p1GEWrsqc)


  • cl. D, (BC), forward short hop j. A, air qcb+B, cl. D, dp+BD, uf, qcb+B, qcb+BD = (524 DMG)

(https://youtu.be/RBwfdOE60WE)


1000 Maxmode and up/ All Positions/ Corner

  • cr. B, cr. A, cr. B, (BC) cl. D, qcf+AC, uf, qcb+BD, dp+D, uf, qcb+D, d,d+B/D, qcb(x2)+B/D = (367 DMG)

(https://youtu.be/okiDmtvTtfA)


1250 Maxmode and up/ 2nd and 3rd Positions/ Anywhere

  • cr. B, cl. B, (BC) cr. C, dp+BD, uf, qcb+BD, qcf(x2)+BD = (452 DMG)

(qcb+BD hits three times. https://youtu.be/kptR_Dqb1S8)


  • cl. D, (BC), cl. C, dp+BD, uf, qcb+BD, qcf(x2)+BD = (471 DMG)

(qcb+BD has to hit twice for qcf(x2)+BD with spending an extra meter. https://youtu.be/o9bbOEJIpMk)


1500 Maxmode/ 3rd Position/ Anywhere

  • Far D, (BC), forward short hop j. A, air qcb+B, cl. D, qcf+AC, uf, qcb+B, qcf(x2)+BD = (544 DMG)

(https://youtu.be/hO1Jag_1ACY)

3 meters

1000 Maxmode and up/ All Positions/ Anywhere

  • f+B, cr. B, qcb, hcf+BD = (475 DMG)

(f+B must hit as an overhead for this combo to work.)


  • cr. B, cr. A, d,d+B/D, qcb(x2)+B/D, qcf(x2)+BD (542 DMG)

(https://youtu.be/knwj82ASDaI)


  • Far D, (BC), forward short hop j. A, air qcb+B, cl. D, d,d+B/D, qcb, hcf+BD = (536 DMG)

(https://youtu.be/XHMJPib6g0I)


1000 Maxmode and up/ All Positions/ Corner

  • cl. D, (BC), forward short hop j. A, air qcb+B, cl. D, qcf+AC, uf, qcb+BD, dp+D, qcf(x2)+BD = (545 DMG)

(https://youtu.be/q5bP1TqH1HQ)


1250 Maxmode and up/ 2nd and 3rd Positions/ Anywhere

  • cr. B, cr. A, cr. B, (BC), cl. D, dp+BD, uf, qcb+BD, qcb, hcf+BD = (503 DMG)

(https://youtu.be/NV0ykduyjwE)


1500 Maxmode/ 3rd Position/ Anywhere

  • cr. B, cr. A, cr. B, (BC), cl. D, qcf+AC, uf, qcb+BD, qcb, hcf+BD = (518 DMG)

(https://youtu.be/4qUkl9rjKnI)


  • cl. D, (BC), forward short hop j. A, air qcb+B, cl. B, dp+BD, uf, qcb+BD, qcb, hcf+BD = (562 DMG)

(https://youtu.be/yTtttjvieAI)

4 meters

1250 Maxmode and up/ 2nd and 3rd Positions/ Anywhere

  • cr. B, cr. A, d,d+B/D, qcb(x2)+B/D, qcb, hcf+BD = (631 DMG)

(https://youtu.be/xwyqrHq-h4o)

5 meters

1500 Maxmode / 3rd Position/ Anywhere

  • f+B, cr. B, qcb(x2)+BD, qcb, hcf+BD = (723 DMG)

(f+B must hit as an overhead for this combo to work. https://youtu.be/49M8Xlfu3tI)


  • cr. B, cr. A, d,d+B/D, qcb(x2)+BD, qcb, hcf+BD = (733 DMG)

(https://youtu.be/nu4lHsj7J08)

Misc

One of Gang-il's offensive tools is being able to cancel hop A into air qcb+B on a crouching opponent. It can be tricky to do and it does not work on the entire cast.

Here are normals, specials, or blockstrings to use to follow into the above combo:


Normals or Block-strings to short hop A, air qcb+B, ground normal:

  • (close) cr. B
  • (close) cr. B, cr. A
  • (close) cr. B, cr. B


Normals or Block-strings to hyper hop A, air qcb+B, ground normal:

  • (far) cr. B
  • (close) cr. B, cr. A, cr. B
  • (close) cr. B, cr. A, d,d+K
  • (close) d,d+K


Ground Normals that can be used at end of combo:

1. cl. B (Hop A requires to be confirmed at a different time from 1, 4 and 5. Best option if it’s available.)

2. cr. B (Hop A requires to be confirmed at a different time from 1, 4 and 5.)

3. cr. A (Hop A requires to be confirmed at a different time from 1, 4 and 5.)

4. cr. C (Against specific characters. Hop A requires to be confirmed at a different time from 1 to 3 and 5.)

5. cl. D (Against specific characters. Hop A requires to be confirmed at a different time from 1 to 4.)


The characters that can be combo with short hop/ hyper hop A, air qcb+B ground normals 1 to 3 from above, (Group A):

Kyo, Benimaru, Kukri, Nelson, Bandeiras, Iori, Mature, Vice, Kim, Gang-il, Luong, Ramon, Angel, Shun’Ei, Meitenkun, K’, Maxima, Ralf, Clark, Geese, Billy, Hein, Terry, Andy, Joe, Kensou, Ryo, Robert, Yamazaki, Vanessa, Rock, Oswald, Heidern, Najd


The characters that can be combo with short hop/ hyper hop A, air qcb+B ground normals 1 to 5 from above, (Group B):

Daimon, King of Dinosaurs, Xanadu, Chang, Maxima, Antonov, Verse


The characters that cannot be combo with short hop/ hyper hop A, air qcb+B ground normals 1 to 5 from above or at all, (Group C):

Sylvie, Mian, Zarina, Nakoruru, Mui-Mui, Love Heart, Choi, Tung Fu Rue, Kula, Leona, King, Mai, Alice, Athena, Chin, Yuri, Whip, Blue Mary


Examples of whole sequences with video:










Frame Data

Gang-il KOFXIV Frama Data Link

Videos

KoF XIV: Gang-il Beginner Breakdown


Gang Slow Motion Hitboxes

Contributors

  • Amedo310
  • Macrobeast
  • Overheat

External Links

Discussion Threads

Discuss at http://dreamcancel.com/forum/index.php?board=156.0

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