I never did get round to playing this game to the fullest. Though, I want you to know I appreciate all this immensely. Absolutely incredible stuff and really does a good job of selling a character to you. Bless.
Nice tutorial. Just to add some things: 1 - after hitting an opponent with OTG Hakki Kyaku, you can perform an 4f safe jump by simply holding up forward and using D or CD; very useful to keep the pressure going after ending a combo with an D Hangetsuzan. 2 - there is a specific distance where you can use super hop A xx B Hangetsuzan as an instant overhead and combo after it with cl.B; the easiest setup to get the right distance is cr.B x 2, and going for the super hop A. Works both on hit and block. Use after conditioning your opponent to block cr.B x 3.
such a beautiful video! I tried to do it in this style years ago but you really make it very simple and easy to absorb. I can tell it took a long time! I agree with all your info too!
Typo during normals overview: s.D says s.B by mistake. Also, I'd say that j.D would be his go-to A2A rather than j.B. Besides having greater horizontal reach, it actually starts up 1 frame faster too. j.B would be more of situational A2A if they're above Gang Il.
Any advice for comboing d~dK into qcbx2K? When I try it, there's not enough time to make the motion properly before the stomp connects, If I do it too fast, it doesn't read the input, or reads it as qcbK, and I don't think i can buffer the motion with the d~dk. Is there some trick to it I'm not grasping or is this just something I'll have to grind out in training for a while?
I was worried it would be something like that. Ah well... I got more practice under my belt and realized I was training like an idiot because my input display wasn't up. Turns out because I was rushing the motion, I was somehow skipping the diagonals, hence the move not registering. It started working when I intentionally started grinding the gate. It feels like it only comes out 50% of the time but it's much better than the >10% I was working with when I made the post/ Thanks for the guides! I'm really enjoying this game.
Two more questions, and I'm still new with this game so it might be based off a misunderstanding but, what position do you think Gang-il is best in? On one hand it seems like he could work as a battery well with his relatively safe stomps and hangestudan, but at the same time I'm getting the (possibly wrong) impression that he needs to spend meter for his damage to be worthwhile... The other question is, is it possible to combo off of his j.b.C? Whenever I try it doesn't work, but it does seem to put me into a good position for a low/grab mixup...
I think he's best either 1st or 2nd. Meter gives him more opportunities to get damage off of overhead or st. D, which are very strong tools of his. He also lacks a meterless reversal so yeah, meter helps him a lot. At the same time, he builds meter really well if you get used to the backdash cancel qcb Bs. You just have to be really good at playing neutral, which can be tricky for him because he is pure fundamentals at that point. He does have a gimmicky hop early j. A xx qcb B which can catch people, but other than that you gotta play honest. It can work though! A lot of top Gang-Ils run him first. It's up to you. And yes, you can. Jump attacks don't have that much hitstun in kof, so you just need to time the jump in to be meaty enough. Try cl. B, it's his fastest button.
PLEASE MAKE QUICK COMBO GUDE ARE ALL THESE CHARACTERS LEONA JOE GORO DIAMON MATURE MAXIMA NAJD NAKORURU NELSON OSWLAD TIZOC TUNG FU RUE VERSE YURI THANKYOU
I never did get round to playing this game to the fullest.
Though, I want you to know I appreciate all this immensely.
Absolutely incredible stuff and really does a good job of selling a character to you.
Bless.
This is months late, but thank you so much for this guide, and including all the notation in the comments! Very helpful for less practiced KoF players
Henry Ulrich Its never too late, thank you for watching :3
Nice tutorial. Just to add some things:
1 - after hitting an opponent with OTG Hakki Kyaku, you can perform an 4f safe jump by simply holding up forward and using D or CD; very useful to keep the pressure going after ending a combo with an D Hangetsuzan.
2 - there is a specific distance where you can use super hop A xx B Hangetsuzan as an instant overhead and combo after it with cl.B; the easiest setup to get the right distance is cr.B x 2, and going for the super hop A. Works both on hit and block. Use after conditioning your opponent to block cr.B x 3.
Thank you for editing out the desperation moves!
Ah, I've been waiting for this one. Now the team I want is complete.
TheIVAce Yay! He was so much fun to tap in to.
Fantastic work!
Good job!
such a beautiful video! I tried to do it in this style years ago but you really make it very simple and easy to absorb. I can tell it took a long time! I agree with all your info too!
Typo during normals overview: s.D says s.B by mistake.
Also, I'd say that j.D would be his go-to A2A rather than j.B. Besides having greater horizontal reach, it actually starts up 1 frame faster too. j.B would be more of situational A2A if they're above Gang Il.
AirLancer oh shit my bad. I'll fix it when I get home.
mmm good point. shoulda specified vs full jumps or something.
Any advice for comboing d~dK into qcbx2K? When I try it, there's not enough time to make the motion properly before the stomp connects, If I do it too fast, it doesn't read the input, or reads it as qcbK, and I don't think i can buffer the motion with the d~dk. Is there some trick to it I'm not grasping or is this just something I'll have to grind out in training for a while?
mmmm not really man. Just keep practicing.
I was worried it would be something like that. Ah well...
I got more practice under my belt and realized I was training like an idiot because my input display wasn't up. Turns out because I was rushing the motion, I was somehow skipping the diagonals, hence the move not registering. It started working when I intentionally started grinding the gate. It feels like it only comes out 50% of the time but it's much better than the >10% I was working with when I made the post/
Thanks for the guides! I'm really enjoying this game.
Glad you are! And trust me, it's a hard motion. Took me a lot of recordings orz
Two more questions, and I'm still new with this game so it might be based off a misunderstanding but, what position do you think Gang-il is best in? On one hand it seems like he could work as a battery well with his relatively safe stomps and hangestudan, but at the same time I'm getting the (possibly wrong) impression that he needs to spend meter for his damage to be worthwhile...
The other question is, is it possible to combo off of his j.b.C? Whenever I try it doesn't work, but it does seem to put me into a good position for a low/grab mixup...
I think he's best either 1st or 2nd. Meter gives him more opportunities to get damage off of overhead or st. D, which are very strong tools of his. He also lacks a meterless reversal so yeah, meter helps him a lot. At the same time, he builds meter really well if you get used to the backdash cancel qcb Bs. You just have to be really good at playing neutral, which can be tricky for him because he is pure fundamentals at that point. He does have a gimmicky hop early j. A xx qcb B which can catch people, but other than that you gotta play honest. It can work though! A lot of top Gang-Ils run him first. It's up to you.
And yes, you can. Jump attacks don't have that much hitstun in kof, so you just need to time the jump in to be meaty enough. Try cl. B, it's his fastest button.
PLEASE MAKE QUICK COMBO GUDE ARE ALL THESE CHARACTERS
LEONA
JOE
GORO DIAMON
MATURE
MAXIMA
NAJD
NAKORURU
NELSON
OSWLAD
TIZOC
TUNG FU RUE
VERSE
YURI
THANKYOU
How do you backdash cancel into the qcb k?
sysLink15 qcb~b K! 214-4 K for number notation.
i couldn't get overhead into standing b to link, did SNK patched this?
Yes