Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - jinxhand

Pages: 1 2 3 [4]
46
King of Fighters 2k2/UM / KOF 2002UM - Billy Kane
« on: November 17, 2010, 06:02:20 PM »
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.

47
King of Fighters 2k2/UM / KOF 2002UM - Mature
« on: November 03, 2010, 06:38:21 PM »
From the wiki. More info will be updated accordingly... If anyone has additional info to give or corrections that need to be made, please help out. Thanks in advance.

Basic Info
Fighting Style: Based mainly on speed attacks
Birthday: 8th April
Nationality: Unknown
Blood Type: O
Height: 177 cm
Weight: 58 kg
Fav. Food: Poultry (especially chicken)
Best Sport: Snowboarding
Impt Things: Her legs
Hated Things: Pidgeons, the Kagura clan

Normals

Close
- cl. ;a / ;b / ;c / ;d are cancel-able.
- Close ;b does two hits making it very easy to hit-confirm into command moves or special attacks.
- Close ;d does two hits making it very easy to hit-confirm into command moves or special attacks.

Standing
- Stand ;a is cancel-able/whiff cancel-able.
- Stand ;b does two hits and is only cancel-able while doing the move in Max Mode ( ;b ;c ).
- Stand ;c does two hits and moves Mature forward.
- Stand ;d deceiving looks like Iori's ;dn ;d but does not hit low.

Crouching
- ;dn ;a / ;c / ;d are cancel-able/whiff cancel-able.
- ;dn ;a / ;b are chain-able, but ;dn ;a is faster and ;dn ;b cannot be canceled into anything other than normals.
- ;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

Jumping
;ub ;up ;uf  ;b does two hits and allows for a combo if desired. This move can be used for a cross-up if done with a hyper hop at the right distance, however, it will not combo into anything.
(more to be updated)

Blowback Attack
(to be updated)

Throws:
Death Blow - close ;bk / ;fd + ;c
Backlash - close ;bk / ;fd + ;d
 
Command Moves:
Mature has no command moves.

Special Moves:
Note: some special moves have alternate names.
Despair -  ;dn ;df ;fd + ;a / ;c
Sacrilige -  ;fd ;dn ;df + ;a / ;c
Death Row (Death Downer) -  ;dn ;db ;bk + ;a / ;c (can be done 3 times)
Metal Massacre -  ;dn ;db ;bk + ;b / ;d
Ebony Tears -  ;dn ;df ;fd  ;fd ;df ;dn ;db ;bk + ;a / ;c
Deceaser (Decide) -  ;bk ;db ;dn ;df ;fd + ;b / ;d

Desperation Moves:
Nocturnal Lights -  ;dn ;df ;fd ;dn ;df ;fd + ;a / ;c
Heaven's Gate -  ;dn  ;db ;bk  ;bk ;db ;dn ;df ;fd + ;b / ;d

Super Desperation Moves:
Nocturnal Lights - ;dn ;df ;fd ;dn ;df ;fd + ;a ;c
Heaven's Gate - ;dn  ;db ;bk  ;bk ;db ;dn ;df ;fd + ;b ;d

HDSM:
Ecstasy 816 -  ;dn ;db ;bk ;bk ;db ;dn ;df ;fd + ;a ;c


Combos
;dn ;b ,  ;dn ;a ,  ;dn ;db ;bk ;a (up to 3 times)
;dn ;b, ;b (two hits), ;dn ;db ;bk ;a(up to 3 times)
;dn ;a ,  ;dn ;a , ;b ;c ~ ;b (two hits), ;dn ;db ;bk ;c (up to 3 times)
(more to be updated)
 
Changes from OG2k2
- Despair (QCF+P) can be done in mid-air
- B version of Decide (HCF+K) will drag the opponent up to where Mature is standing. You can then cancel it into any special move other than Decide.
- far C uses the KOF'96 animation, and can be cancelled on the first and second hits
- HSDM has faster startup and can be comboed from strong attacks

Pages: 1 2 3 [4]