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KOF 2002UM - Billy Kane

Started by jinxhand, November 17, 2010, 06:02:20 PM

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jinxhand

Basic Info
* Fighting Style : Boujutsu (Pole Techniques)
* Birthdate : 25th December
* Nationality : England
* Blood Group : B+
* Height : 179 cm
* Weight : 77 kg
* Likes : Doing laundry
* Fav. Food  : Egg dishes
* Strong Sports  : Pole vaulting
* Impt Things  : His younger sister (Lily)
* Hated Things  : Orders/Commands


Normals
Close
* cl. ;a / ;b / ;c are cancel-able.
* cl. ;b hits low.
* cl. ;c is a good punisher that can be used to cancel into ;fd + ;a , or a Desperation Move.

Standing
* Stand ;a is cancel-able/whiff cancel-able.
* Stand ;b is a standing reverse roundhouse that comes out pretty quick. It's good to use in block strings for pressure.
* Stand ;c has tons of range, and is a good move to use for zoning. It can be used sometimes as an anti-air move depending on the distance of the opponent and the whether the attack can be beat with standing ;c .
* Stand ;d deceiving looks like his dp + ;b / ;d move, except Billy stays in place and doesn't shoot up to the air.

Crouching
* ;dn ;a / ;b / ;c / ;d are cancel-able/whiff cancel-able.
* ;dn ;a is a great poke, as the hitbox is rather out there in terms of distance. If the opponent is close enough, the move completely whiffs.
* ;dn ;b is chain-able.
* ;dn ;b can only be blocked low.
* ;dn ;c is a moderately good anti-air if used early enough, it can canceled but only before her arm extends into the air
* ;dn ;d hits attacks twice, but will not combo. Both hits knock down, and will not allow for any further combo potential.

Jumping
* ;ub / ;up / ;uf ;c is a great range tool to use when retreating, or just punishing with ranged attacks.
* ;ub / ;up / ;uf ;d can be used as a cross up.
(more to be updated)

Blowback Attack
* Billy Kane swings his cane clock-wise. His j. ;c ;d attack is rather the same, except the angle of the cane is slightly lower. The use of this with a short hop can allow for good pressure, and can possibly lead to a corner trap, as the move sends the opponent flying.


Throws
Jigoku Otoshi - ;bk;fd+ ;c
* Can be broken, regular knockdown.

Ippon Zuri Nage - ;bk;fd + ;d
* Can be broken, reverse knockdown. This throw leaves the opponent close allowing for better mix ups.


Command Moves
Dai Kaiten Geri - ;fd + ;a
* Billy does a short jumping double roundhouse attack. This move not only hits twice, but can easily be used in a small combo or blocked string.

Boutaka Tobigeri: ;fd + ;b
* Billy does a pole vault, shooting himself forward while doing a flying kick. This move doesn't naturally combo, but if it is a counter hit, it will produce a counter wire, which will allow Billy to combo using several different moves.


Special Moves
San Setsu Kon Chu Dan Uchi - ;bk ;db ;dn ;df ;fd + ;a / ;c
* Billy thrusts his cane straight towards the opponent. The cane stretches and hits the opponent.

Kaen - Sansetsu Kon Chuudan Uchi( ;bk ;db ;dn ;df ;fd + ;a / ;c ) ~ ;dn ;df ;fd + ;a / ;c
* If the hcf + P connects and this move is done right after, the end of the cane hits again, causing the opponent to explode. This does not happen if the first move is blocked.

Kyoushuu Hishou Kon - ;fd ;dn ;df + ;b / ;d
* Billy does a pole vault that shoots him straight up in the air and off screen. He then comes landing down further than where he started. This is a good move to use in combos, and depending on where the opponent is, this move can be followed with either a Desperation Move, or a Super Desperation Move. The button strength determines the distance traveled. This move also does a considerable amount of both guard and chip damage.
 
Senpuu Kon - ;a repeatedly
* Billy spins his cane around like the Color Guard at a football game. This move can combo depending on the conditions of the character, but its not recommended. Hitting the opponent from behind allows for more hits. It can stop certain projectiiles.

Karyuu Tsuigeki Kon - ;dn ;db ;bk + ;b
* One of Billy's counters. (More to be updated).

Suiryuu Tsuigeki Kon - ;dn ;db ;bk + ;d
* Billy's second counter. This move can be canceled into a Super Desperation Move. (More to be updated).

Suzume Otoshi:  ;dn ;db ;bk + ;a
* Billy throws his cane in an diagonal up-forward direction. This move is vital, as it can not only be used as an anti-air, but after doing a ;fd ;dn ;df + ;b / ;d , Billy can immediately follow up with this move instantly upon landing. This will not work in the corner, however.

Kumo Suzume Otoshi -  ;dn ;db ;bk + ;c
* Billy throws his stick just like his Suzume Otoshi move, but this time there's an explosion at the end. The hitbox is rather strange with this move, and it also has a slightly slow start up time. This cannot be used to follow up after doing  ;fd ;dn ;df + ;b / ;d .


Desperation Moves
Chou Kaen Senpuu Kon - ;dn ;df ;fd ;df ;dn ;db ;bk + ;a / ;c
* Billy Kane spins his cane just like his Senpuu Kon ( ;a rapidly), but it produces a ring of fire that spins for sveral hits. After those several hits, he then throws the ring forward. The ring disappears shortly after, as it doesn't travel that far (it stops at about sweeping distance). This move is great to use in both combos, and when baiting an opponent to tech roll forward.

Dai Senpuu: ;dn ;df ;fd ;dn ;df ;fd + ;a / ;c
* Billy jumps in the air and slams his cane (which looks like it multiplied) several times to the ground. Somewhat good anti-air to use, but only if the opponent is too far to use anything else (which won't be the case), and there's more than one stock. This move also works as an overhead.

Guren Ayame Kon - ;dn ;df ;fd ;dn ;df ;fd + ;b / ;d
* Billy does a Shoryuken like move, while spinning his cane upward in the air. The cane has the ring of fire surrounding it as well. This is a great move to combo with in the corner.


Super Desperation Moves
Dai Senpuu: ;dn ;df ;fd ;dn ;df ;fd + ;a ;c
* This SDM is the same has the regular DM, but does more damage and more hits.


HSDM
Liar Elemental - ;dn  ;db ;bk ;db ;dn ;df ;fd + ;b ;d
* This is a counter super. Billy throws his cane away towards the opponent. If the opponent hits him at any point during this move, Billy then retaliates and does a ranbu combo. If Billy isn't hit, then he shakes his fist. Use this move sparingly.


Combos
;dn ;b;dn ;b, ;fd ;dn ;df + ;b;dn ;db ;bk + ;a

(in the corner) ;dn ;b , standing ;b , ;fd ;dn ;df + ;b;dn  ;df ;fd ;df ;dn ;db ;bk + ;a / ;c or  ;dn  ;df ;fd ;dn ;df ;fd + ;b / ;d

;dn ;b;dn ;b or standing ;a , ;fd + ;a

counter hit ;fd + ;b , ;db ;bk + ;a or ;dn  ;df ;fd ;dn ;df ;fd + ;b / ;d

Changes from OG2k2
Billy gains 2 new moves from previous Real Bout Fatal Fury - qcb + A and qcb + C.
;fd + ;b doesn't naturally combo anymore.
I'm on FightCade!!!
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jinxhand

I'm on FightCade!!!
www.soundcloud.com/jinxhand
www.youtube.com/jinxhand

krazykone123

#2
Good shit Jinx, frame data coming soon

okay done

jinxhand

One thing I'm not sure if I mentioned is that characters with high priority moves can tend to beat him out, especially if their j. CD is very strong... At this point its probably best to bait out a move and counter it with a certain normal, and/or constantly increase the mixup game so that they don't have a chance to stop it... Bait out the CD attacks also, since some moves will allow Billy to poke at a safe distance without much retaliation... There are a few moves that can be interrupted because of the hitbox, but it all depends on the character you're facing... ;fd + ;b changes the pace of the rushdown tactics also, and sometimes the opponent won't see it coming which can result in a counter wire hit... If a CW occurs, always be ready to combo... The rest can be found in the wiki...

I personally feel that characters that can beat Billy out consistantly would be Nameless, Takuma (because of his fireballs primarily), Heidern, and Kasumi (j. CD). I'm pretty sure there are more, but these are characters in which I have to specifically up the ante on because their normals have higher priority...

I'm gonna test out some of Billy's special moves and see what beats Heidern's ;dn ~ ;up + ;b / ;d special and a few other characters' moves that tend to have setups for or moves that get "spammed"... I'll update accordingly...
I'm on FightCade!!!
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jinxhand

#4
***To avoid over-posting, I'll try to keep these updates to this post and clean it up accordingly.***
***for those new to fighting games or whatever, CH means counter hit...***

"New" combo(s):
short hop counter hit ;c + ;d , ;dp + ;b / ;d

Nothing else can be done afterwards. I tried standing ;c , crouching ;c , jumping ;c , and a few specials/dms, and nothing can connect after that...

After that short hop ;c + ;d , if you're not in range, there's jumping ;c , jumping ;d (if you're closer), and ;fd + ;a can connect if timed correctly...

This was found when I was doing CH ;c + ;d , ;hcb + ;c and trying to see what does the most damage after that two hit combo. I started trying ;dp + ;b / ;d , and then I saw that it connected. So I tried doing it in the middle of the stage to see if it connected, and it did... I haven't seen any matches in where the first combo was done, but its something to know just in case that situation arises (this works on all characters, and maybe Choi - I will test this out)... To my knowledge, using ;dp + ;b is better because if it whiffs, it should leave you relatively safe... I'll test this out to see whether or not this holds true, and if there's a chance for okizeme to take place...

Also, Billy's HSDM "Liar Elemental" has a very long time for the counter to connect; however, its still not that great of a super to throw out unless you know that your opponent will attack with a physical move... What I mean by that is that Billy can get hit with a fireball, and get hit out of the HSDM... Command grabs also work... I'm not sure about regular grabs, but I have a feeling they work, too... I've yet to test to see if moves with "shield" properties can stop this HSDM (like Kusanagi's ;dp + ;a / ;c )...

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Last night I tried a few things, and came up with this:

short hop CH ;c + ;d , ;qcf ;qcf + ;b / ;d , ;hcb + ;a
* you can the super to ;qcf ;hcb + ;a if this hits, and the opponent is in the corner. I was able to do things with short hop CH ;c + ;d depending on the range. Standing ;c hits but only at the last few frames before recovery (the pole is at the lowest point before Billy lifts it back up)... It looks kinda weird, but you can get a good gauge on the hitbox for that move. I also tried a few setups, but didn't have time to test them in an actual match. Here's one:

short hop CH ;c + ;d , j. ;c or j. ;d
* as soon as both Billy and the opponent land, you have the option to poke with ;dn ;a without too much fear for a CH. There is a chance that Billy can get hit with a dp move due to its weird hitbox. In cases where that can happen, you should be in a good position to bait it out... I'm not sure why someone would bust out with a dp move at that particular range (its about 2-2 1/2 chars away) unless it was telegraphed. You could whiff bait with ;dn ;b or standing ;b but depending on the opponent I wouldn't use it as much... If a bait does occur, dash in and do a standing ;c to ;dp + ;b , ;hcb + ;a . If the ;dp + ;b takes you to the corner, then you have the option of doing a jump attack, ;dn ;c (strict timing), standing ;d (iffy on recovery), or either DM. Keep in mind that this is merely a situation setup that can keep the Billy player at a safe poking distance... If ;dn ;a were to be used, with its range the only things that could stop it would be a telegraphed dp (gotta see who's would work - I know Ryo's can stop it), "ranbu" supers, and ground projectiles, and I think a few standing projectiles... I'm still testing this out, as CH j. ;c + ;d is a good move, there's just not that many explored options from the setups or situations that this move makes...

Depending on the range, if short hop CH ;c + ;d were to connect, here's what can be done from the closest range to the longest range. The first few moves are kinda at the same distance also...

* (in the corner) ;qcf ;hcb + ;a
* st. ;d (both close and far versions)
* ;qcf ;qcf + ;b
* st. ;a
* ;up / ;uf + ;a / ;b / ;c / ;d (;c is the best option due to range and the hit box)
* st. ;b (good option, but little dmg)
* ;fd ;a (only the first hit connects)
* ;dp + ;b (and sometimes ;dp + ;d )
* ;fd + ;b (causes knockdown. leaves at a fair distance to do long range poke if desired.)
* st. ;c (hits right before the recovery animation)
* ;hcf + ;a (the second part of the move won't connect - maybe with macro, but I don't mess around with those things ^_^)

I've sometimes gotten ;dn + ;a to connect, but its rare, and I believe it depends on the character and their size...

For fighting Choi, getting a ;dp + ;b depends on how deep and close you connect a jumping ;c + ;d ... For the most part, your best bet is to break out a normal move after that jump attack, such as standing ;c . It will put him at a distance in which you can poke safely without the need to fear anything that Choi may throw out (he's not as strong as he was in SvC Chaos)...

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Been playing online quite a bit with Billy as my first character, and realized most times, the best option after a CH ;c ;d that keeps you pretty safe is standing ;b or standing ;c . The first option leaves the opponent far just enough that you can either jump ;a (pole extend attack), ;dn ;a , jump ;c ;d , or possibly even jump ;c if the range is right (sometimes the pole will hit just in front of the opponent).

***(this is due for more updates)***

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Shinra Shiranui

KOF XIII: EX Kyo,Mai,Saiki

jinxhand

Just a quick update, I'll try to make a post pertaining to 98UM to 2k2UM transition with Billy, as there are quite a few changes that make him a way better character...
I'm on FightCade!!!
www.soundcloud.com/jinxhand
www.youtube.com/jinxhand