Dream Cancel Forum

News:

Join us in the Dream Cancel Discord Server! CLICK HERE!

Rebel Yell - The Billy Kane thread

Started by steamwolf, April 13, 2011, 03:03:18 PM

Previous topic - Next topic

steamwolf

http://dreamcancel.com/wiki/index.php?title=Billy_Kane_%28RB2%29

Lemme know your thoughts guys. If anyone notices any issues, please post in the thread here and let me know so I can change/add etc...

Yor

#1
His salamander Stream hits on the second plane,u must do that combo before confirm this P.power --> ;a ;fd ;c

and i add that his Jump  ;a is quick and his, Crouch ;b can dodge a Jumped  ;c,same as his Dodge Hit ( ;a+ ;b) followed with  ;bk ;fd ;a, ;bk ;fd ;c can be very tricky.

And his Far Stand  ;c (if it hits) can be connected with  ;a ;c ;dn ;db ;bk ;b.

God 2.0

Billy can do pretty high damage from only a few hits. He also has a great breakshot with his Dragon Flame attack,  ;dn ;db ;bk ;b. His problem lies in his lack of a mixup game.

Yor mentioned that his quick jump  ;a is very fast, and it also has a very good hitbox, making it useful for pestering people as a very quick overhead.

Unfortunately for him, the quick jump  ;c strikes mostly upwards, making it best for hitting high-jumpers above him, but bad at hitting characters on the ground. His high jump however, has a downward staff thrust. If he actually had his high jump animation on his quick jump, that would have improved his offence a bit.

Also, as Ghostpilot mentioned in his tier listing, Billy has no great anti air against low jumps and long jumps. His  ;dn ;db ;bk ;a move strikes at an angle that will miss anyone not doing a high jump close to him, which most players won't do anyway.

Now his  ;df ;c throw deals above average damage for a throw. Unfortunately, normal throws are very limited as an offensive tool in this game.

God 2.0

#3
Double posting for great justice!

Fire Whirlwind  ;fd ;bk ;db ;dn ;df ;fd ;b ;c is a terrible S power. The startup is abysmal. Anyone can just enter the backplane and punish with backplane  ;c into combo of choice. Will beat pretty much everything if used to anticipate a jump-in. (Remember CPU Billy?)
Not sure about beating Yamazaki or Kim's S-powers though.

Any attempt to use it at point blank range is suicidal. If blocked up close, the move, like several other supers, will stop hitting after the first 6 hits are blocked. This is a unique trait of the game where a blocked super projectile will only chip 6 times, then can no longer hit anything. Other examples of this include Sokaku's demon S-power and Geese's Razing Storm S-power.

Salamander Stream  ;fd ;bk ;db ;dn ;df ;fd ;c is one of the better P powers in the game. It comes out quickly, has great invincibility, hits backplane, can be comboed into, and pushes the opponent to a safe distance on block. Just be aware that many characters can breakshot the last hit pretty easily.

Far standing ;b and ;c work in a way similar to Dictator's slide in SF games. Many active hit frames means that if the move hits early the move will be punishable on block. However, if you can time it so that the last active frames hit, the move will give a big frame advantage, leading into combo possibilities for the ;c version, as mentioned by Yor.