***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
+
,
+
/
Nothing else can be done afterwards. I tried standing
, crouching
, jumping
, and a few specials/dms, and nothing can connect after that...
After that short hop
+
, if you're not in range, there's jumping
, jumping
(if you're closer), and
+
can connect if timed correctly...
This was found when I was doing CH
+
,
+
and trying to see what does the most damage after that two hit combo. I started trying
+
/
, 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
+
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
+
/
)...
-------------------------------------------------------------------------------------------------------------------------------
Last night I tried a few things, and came up with this:
short hop CH
+
,
+
/
,
+
* you can the super to
+
if this hits, and the opponent is in the corner. I was able to do things with short hop CH
+
depending on the range. Standing
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
+
, j.
or j.
* as soon as both Billy and the opponent land, you have the option to poke with
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
or standing
but depending on the opponent I wouldn't use it as much... If a bait does occur, dash in and do a standing
to
+
,
+
. If the
+
takes you to the corner, then you have the option of doing a jump attack,
(strict timing), standing
(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
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.
+
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
+
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)
+
* st.
(both close and far versions)
*
+
* st.
*
/
+
/
/
/
(
is the best option due to range and the hit box)
* st.
(good option, but little dmg)
*
(only the first hit connects)
*
+
(and sometimes
+
)
*
+
(causes knockdown. leaves at a fair distance to do long range poke if desired.)
* st.
(hits right before the recovery animation)
*
+
(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
+
to connect, but its rare, and I believe it depends on the character and their size...
For fighting Choi, getting a
+
depends on how deep and close you connect a jumping
+
... For the most part, your best bet is to break out a normal move after that jump attack, such as standing
. 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)...
-------------------------------------------------------------------------------------------------------------------------------
Been playing online quite a bit with Billy as my first character, and realized most times, the best option after a CH
that keeps you pretty safe is standing
or standing
. The first option leaves the opponent far just enough that you can either jump
(pole extend attack),
, jump
, or possibly even jump
if the range is right (sometimes the pole will hit just in front of the opponent).
***(this is due for more updates)***