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The King of Fighters XV/Billy Kane: Difference between revisions
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
<section begin="image"/>[[File:KOFXV_Billy_Profile.png|thumb|Billy Kane is a dedicated loyalist to Geese Howard and is second-in-command in the Howard Connection. He fights with an extending staff that has an impressive reach to keep his opponents at bay. Billy is known also as the ‘walking deadly weapon’ due to his hot-blooded personality.]]<section end="image"/> | <section begin="image"/>[[File:KOFXV_Billy_Profile.png|thumb|Billy Kane is a dedicated loyalist to Geese Howard and is second-in-command in the Howard Connection. He fights with an extending staff that has an impressive reach to keep his opponents at bay. Billy is known also as the ‘walking deadly weapon’ due to his hot-blooded personality. | ||
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"> | |||
<big>'''Jump:''' 42f | |||
<br>'''Hop:''' 33f | |||
<br>'''Backdash:''' 22f | |||
<br>'''Run Speed Ranking:''' 5 | |||
</big></div>]]<section end="image"/> | |||
{{TOClimit|3}} | {{TOClimit|3}} | ||
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| intro = '''''Billy is a read-based character that forces knowledge check situations and has to capitalize on them with meter.''''' | | intro = '''''Billy is a read-based character that forces knowledge check situations and has to capitalize on them with meter.''''' | ||
| pros= | | pros= | ||
* '''Respectable Damage:''' Because he can use both the meterless and '''EX''' versions of | * '''Respectable Damage:''' Because he can use both the meterless and '''EX''' versions of Kyoushuu Hishou Kon and Suzume Otoshi once in a combo, Billy is capable of racking up a lot of damage without having to spend much meter. He also gets a surprising amount of meter back from his combos. | ||
* '''Great Shatter Strike:''' One of the best in the game due to its exceptional range, which also makes it harder to punish on block. Very strong tool against air approaches and oppressive corner pressure too. | * '''Great Shatter Strike:''' One of the best in the game due to its exceptional range, which also makes it harder to punish on block. Very strong tool against air approaches and oppressive corner pressure too. | ||
* '''Fast Counters:''' His 214BD activates on the first possible frame which can blow up safe jumps and meaties. It also grants a hard knockdown for your own safe jumps. His meterless counters start up at 3 frames, and can counter a wide range of attacks; 214B counters aerials, specials, and supers, while 214D counters any grounded normal. | * '''Fast Counters:''' His 214BD activates on the first possible frame which can blow up safe jumps and meaties. It also grants a hard knockdown for your own safe jumps. His meterless counters start up at 3 frames, and can counter a wide range of attacks; 214B counters aerials, specials, and supers, while 214D counters any grounded normal. | ||
* '''Long Melee Range:''' Billy uses an extending bo staff that he can detonate on hit. Mastering Billy's extending specials such as Suzume Otoshi (214P[P]) and Sansetsu Kon Chuudan Uchi ( | * '''Long Melee Range:''' Billy uses an extending bo staff that he can detonate on hit. Mastering Billy's extending specials such as Suzume Otoshi (214P[P]) and Sansetsu Kon Chuudan Uchi (426P[P]) can make him very hard to approach. | ||
* '''Great Autocombo:''' While most characters' autocombos lead into the light version of a certain special, Billy's autocombo leads into the heavy version of | * '''Great Autocombo:''' While most characters' autocombos lead into the light version of a certain special, Billy's autocombo leads into the heavy version of Kyoushuu Hishou Kon, which has better comboability than the light version. This makes it easy for Billy to perform high-damage combos with meter. | ||
| cons= | | cons= | ||
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'''Climax Super Special Moves''' | '''Climax Super Special Moves''' | ||
Syaku | Syaku Netu • Kaisen Kon - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]] | ||
==Quick Combo Reference== | ==Quick Combo Reference== | ||
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* Hop checker that lets you buffer specials behind it (unlike 5D which also whiff-cancels). | * Hop checker that lets you buffer specials behind it (unlike 5D which also whiff-cancels). | ||
* Allows for anti-air combos like "5A > 214AC,236P > 6 > 5C" for 219 damage. | * Allows for anti-air combos like "5A > 214AC,236P > 6 > 5C" for 219 damage. | ||
}} | }} | ||
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|name=far C | |name=far C | ||
|input=f.C | |input=f.C | ||
|captions= Punish or be punished | |||
|description= | |description= | ||
* Hits from round start distance. | |||
A lengthy button that has a tendency of being the end of Billy if it whiffs or gets blocked. Don't randomly throw this out as a neutral poke. | A lengthy button that has a tendency of being the end of Billy if it whiffs or gets blocked. Don't randomly throw this out as a neutral poke. | ||
}} | }} | ||
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* Can work as an anti-air. | * Can work as an anti-air. | ||
* Has a special cancel and whiff cancel. | * Has a special cancel and whiff cancel. | ||
* Pushes Billy | * Pushes Billy forward during recovery. | ||
* Juggles the opponent on aerial counterhit. | |||
A strong tool in Billy's kit thanks to its cancel properties. It also juggles the opponent on aerial counterhit, which makes it a potent anti-air. | |||
}} | }} | ||
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|input=cl.C | |input=cl.C | ||
|description= | |description= | ||
An absurdly advantageous normal, especially for a heavy normal and is actually the most plus normal in the game. Beyond that, there's not a lot going for this as it's very slow and you'll probably be using cl.D more often. | |||
}} | }} | ||
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|input=2A | |input=2A | ||
|description= | |description= | ||
A | A sizable 2A with a decent disjoint. Doesn't chain into anything, but can be cancelled into specials and command normals. | ||
}} | }} | ||
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|name=jump A | |name=jump A | ||
|input=j.A | |input=j.A | ||
|hitboxCaptions= Hop Version, Jump Version | |||
|description2= | |description2= | ||
* Great horizontal air-to-air. | * Great horizontal air-to-air. | ||
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|name=jump B | |name=jump B | ||
|input=j.B | |input=j.B | ||
|hitboxCaptions= Hop Version, Jump Version | |||
|description2= | |description2= | ||
* Mainly has the same function as j.D, but j.B has less pushback allowing for more comfortable hitconfirms. | * Mainly has the same function as j.D, but j.B has less pushback allowing for more comfortable hitconfirms. | ||
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|name=jump C | |name=jump C | ||
|input=j.C | |input=j.C | ||
|hitboxCaptions= Hop Version, Jump Version | |||
|description2= | |description2= | ||
* Covers a huge portion of the screen, but is both slow, duckable, and extends its hurtbox before the hitbox, meaning it's almost certain to lose to rapid fire jabs and jumping light attacks that have large amounts of active frames. | * Covers a huge portion of the screen, but is both slow, duckable, and extends its hurtbox before the hitbox, meaning it's almost certain to lose to rapid fire jabs and jumping light attacks that have large amounts of active frames. | ||
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|name=jump D | |name=jump D | ||
|input=j.D | |input=j.D | ||
|hitboxCaptions= Hop Version, Jump Version | |||
|description2= | |description2= | ||
* Main jump-in attack. | * Main jump-in attack. | ||
* Can cross-up. | * Can cross-up. | ||
}} | }} | ||
===Rush=== | ===Rush=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=rush | |name=rush | ||
|input=cl.AA/cl.AAX | |input=cl.AA/cl.AAX | ||
|captions= Actually worth using | |||
|description2= | |description2= | ||
* Meterless version lets you perform follow-up juggles in the corner just like regular 623B combos. | * Meterless version lets you perform follow-up juggles in the corner just like regular 623B combos. | ||
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}} | }} | ||
==== | ====Shatter Strike==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=billy_236cd | |moveId=billy_236cd | ||
|name= | |name=Shatter Strike | ||
|input=236CD | |input=236CD | ||
|description= | |description= | ||
* One of the biggest/best | * One of the biggest/best Shatter Strikes in the game due to it being a faster version of his regular massive CD, and practically safe at tip range. | ||
}} | }} | ||
====Advance Strike==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=billy_214cd | |||
|description= | |||
*Same animation and range as his CD. | |||
* The throw counter is at the feet. | |||
}} | |||
====jump CD==== | ====jump CD==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=jump CD | |name=jump CD | ||
|input=j.CD | |input=j.CD | ||
|hitboxCaptions= Hop Version, Jump Version | |||
|description2= | |description2= | ||
* Less spammable in this game due to big extending hurtboxes before hitboxes. Still useful. | * Less spammable in this game due to big extending hurtboxes before hitboxes. Still useful. | ||
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|name=Jigoku Otoshi | |name=Jigoku Otoshi | ||
|input=(close) 4/6C | |input=(close) 4/6C | ||
|captions= "Hell Drop" | |||
|description= | |description= | ||
* The hard knockdown guarantees you a safe jump (eg. dash jump j.D) or a risky crossup with j.2C. | * The hard knockdown guarantees you a safe jump (eg. dash jump j.D) or a risky crossup with j.2C. | ||
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|name=Ippon Tsuri Nage | |name=Ippon Tsuri Nage | ||
|input=(close) 4/6D | |input=(close) 4/6D | ||
|captions="Reeling Throw" | |||
|description= | |description= | ||
* The hard knockdown leaves Billy too far away for any pressure unless throwing opponent into nearby corner. | * The hard knockdown leaves Billy too far away for any pressure unless throwing opponent into nearby corner. | ||
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|name=Dai Kaiten-Geri | |name=Dai Kaiten-Geri | ||
|input=6A | |input=6A | ||
|imageCaptions="Great Revolving Kick" | |||
|hitboxCaptions= Raw Version, Cancel Version | |||
|description= | |description= | ||
This move has been changed a bit from previous entries. Now, it only hits once, but when performed raw it hits overhead. Although it is slow and cannot be comboed into anything, it can still be useful for opening up opponents. | This move has been changed a bit from previous entries. Now, it only hits once, but when performed raw it hits overhead. Although it is slow and cannot be comboed into anything, it can still be useful for opening up opponents. | ||
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|name=Boutakatobi-Geri | |name=Boutakatobi-Geri | ||
|input=6B | |input=6B | ||
|captions= "Pole Vault Kick" | |||
|description= | |description= | ||
Billy's main combo tool. Launches the opponent, opening up numerous combo routes from cl.C and cl.D. Can be used multiple times during a combo, although you probably won't see it happen often. | Billy's main combo tool. Launches the opponent, opening up numerous combo routes from cl.C and cl.D. Can be used multiple times during a combo, although you probably won't see it happen often. | ||
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|name=Chokka Uchi | |name=Chokka Uchi | ||
|input=j.2C | |input=j.2C | ||
|captions= "Lower Strike" | |||
|description= | |description= | ||
* | * A stumpy purpose-built crossup. Capable of hitting opponents in front as well, if you're looking for some mix. | ||
* Billy has a miniscule hitbox for the crossup and a hurtbox around it so you can even get hurt by wakeup throw mash. | * Billy has a miniscule hitbox for the crossup and a hurtbox around it so you can even get hurt by wakeup throw mash. | ||
* Landing it will net you a 2B or cl.B into autocombo for good damage. | * Landing it will net you a 2B or cl.B into autocombo for good damage. | ||
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|name=Senpuu Kon | |name=Senpuu Kon | ||
|input=623A/C/AC | |input=623A/C/AC | ||
|imageCaptions= "Tornado Staff" | |||
|hitboxCaptions= Normal Version, , , EX Version | |||
|description2= | |description2= | ||
* Used to negate projectiles or extending corner combos. | * Used to negate projectiles or extending corner combos. | ||
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|name=Sansetsu Kon Chuudan Uchi | |name=Sansetsu Kon Chuudan Uchi | ||
|input=41236A/C/AC | |input=41236A/C/AC | ||
|imageCaptions= "Three-Section Staff Middle Strike" | |||
|hitboxCaptions= Normal Version, EX Version | |||
|description3= | |description3= | ||
* Long range staff poke. C version is slow, but hits even a backdash away from round start position. | * Long range staff poke. C version is slow, but hits even a backdash away from round start position. | ||
* Difficult to interrupt or whiff punish. | * Difficult to interrupt or whiff punish. | ||
* Backsways during its startup, letting you blow up opponents who are trying to jab after a blocked 6A etc. | * Backsways during its startup, letting you blow up opponents who are trying to jab after a blocked 6A etc. | ||
* C | * Either A or C poke can be followed up with 236+A for more damage and knockback, and C poke has an exclusive followup with 236+C to drag opponents toward you. | ||
* EX is a multi-hitting version of A, letting you hitconfirm into a launching follow-up. | * EX is a multi-hitting version of A, letting you hitconfirm into a launching follow-up. | ||
}} | }} | ||
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|moveId=billy_41236c_236a,billy_41236ac_236a | |moveId=billy_41236c_236a,billy_41236ac_236a | ||
|name=Kaen Sansetsu Kon Chuudan Uchi | |name=Kaen Sansetsu Kon Chuudan Uchi | ||
|input= | |input=41236A/C/AC~236A | ||
|imageCaptions= "Blazing Three-Section Staff Middle Strike" | |||
|hitboxCaptions= Normal Version, EX Version | |||
|description2= | |description2= | ||
* Gives extra range and damage to | * Gives extra range and damage to 426P. | ||
* On the EX version the follow-up (any P button) launches the opponent towards you. | * On the EX version the follow-up (any P button) launches the opponent towards you. | ||
}} | }} | ||
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|name=Tsurigome Sansetsu Kon Chuudan Uchi | |name=Tsurigome Sansetsu Kon Chuudan Uchi | ||
|input=41236C~236C | |input=41236C~236C | ||
|captions= "Reeling Three-Section Staff Middle Strike" | |||
|description= | |description= | ||
* Pulls the opponent towards you, is plus on block, and easily hitconfirmed into Super. | * Pulls the opponent towards you, is plus on block, and easily hitconfirmed into Super. | ||
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|name=Kyoushuu Hishou Kon | |name=Kyoushuu Hishou Kon | ||
|input=623B/D/BD | |input=623B/D/BD | ||
|imageCaptions= "Flying Assault Staff" | |||
|hitboxCaptions= B Version, , D Version, , , EX Version | |||
|description3= | |description3= | ||
* Billy's signature pole vault. Launches on the way up, strikes on the way down. | * Billy's signature pole vault. Launches on the way up, strikes on the way down. | ||
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|name=Suzume Otoshi | |name=Suzume Otoshi | ||
|input=214A/C/AC | |input=214A/C/AC | ||
|imageCaptions= "Sparrow Drop" | |||
|hitboxCaptions= A Version, , C Version, , EX Version | |||
|description3= | |description3= | ||
* Anti-air that only hits airborne opponents (that includes moves such as Terry's Burn Knuckle). | * Anti-air that only hits airborne opponents (that includes moves such as Terry's Burn Knuckle). | ||
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|name=Kaen Suzume Otoshi | |name=Kaen Suzume Otoshi | ||
|input=214C/AC~236P | |input=214C/AC~236P | ||
|imageCaptions= "Blazing Sparrow Drop" | |||
|hitboxCaptions= Normal Version, EX Version | |||
|description2= | |description2= | ||
* Adds extra damage and juggle height to the C & EX versions. | * Adds extra damage and juggle height to the C & EX versions. | ||
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|name=Ka Ryuu Tsuigeki Kon | |name=Ka Ryuu Tsuigeki Kon | ||
|input=214B/BD | |input=214B/BD | ||
|imageCaptions= "Fire Dragon Pursuit Staff" | |||
|hitboxCaptions= Normal Version, EX Version | |||
|description2= | |description2= | ||
* B version counters air attacks, special moves, and supers. | * B version counters air attacks, special moves, and supers. | ||
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|name=Sui Ryuu Tsuigeki Kon | |name=Sui Ryuu Tsuigeki Kon | ||
|input=214D | |input=214D | ||
|captions= "Water Dragon Pursuit Staff" | |||
|description= | |description= | ||
* D version counters upper & lower body normal attacks (but not air attacks). | * D version counters upper & lower body normal attacks (but not air attacks). | ||
* Can be Super Canceled! | |||
}} | }} | ||
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|name=Chou Kaen Senpuu Kon | |name=Chou Kaen Senpuu Kon | ||
|input=2363214A/C/AC | |input=2363214A/C/AC | ||
|imageCaptions= "Super Blazing Tornado Staff" | |||
|hitboxCaptions= Normal Version, , Max Version | |||
|description2= | |description2= | ||
* Better damage than 236236K, but mostly combos in the corner. | * Better damage than 236236K, but mostly combos in the corner. | ||
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|name=Guren Sakkon | |name=Guren Sakkon | ||
|input=236236B/D/BD | |input=236236B/D/BD | ||
|imageCaptions= "Crimson Lotus Killer Staff" | |||
|hitboxCaptions= Normal Version, , , ,Max Version | |||
|description2= | |description2= | ||
* Invincible startup. | * Invincible startup. | ||
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==Climax Super Special Moves== | ==Climax Super Special Moves== | ||
===Syaku | ===Syaku Netu • Kaisen Kon=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=billy_2141236cd | |moveId=billy_2141236cd | ||
|name=Syaku | |name=Syaku Netu • Kaisen Kon | ||
|input=2141236CD | |input=2141236CD | ||
|captions= "Scorching Spiraling Staff" | |||
|description= | |description= | ||
* Will place you back to the midscreen even if you hit it in the corner. | * Will place you back to the midscreen even if you hit it in the corner. |
Latest revision as of 05:12, 17 December 2024

Hop: 33f
Backdash: 22f
Run Speed Ranking: 5
Gameplay Overview
Billy is a rather unorthodox character with massive melee range, at the cost of being almost constantly vulnerable to getting blown up. Making the absolute best use of Billy's tools is paramount to his survival and cracking open the opponent.
Using his extending bo staff, Billy can attack the opponent from a greater distance than Haohmaru. The heavy version of Sansetsu Kon Chuudan Uchi (426C/AC) has followups that allow Billy to deal an extra hit, suck in the opponent, or both. The EX version in particular does a lot of damage and gives enough time to follow up with a super.
Kyoushuu Hishou Kon (623K[K]) is the cornerstone of Billy's combo game. It is a launcher that permits for multiple followups such as Senpuu Kon (623P[P]), but its recovery can make timing combos, such as the quintessential Kaen Suzume Otoshi (214AC > 236P), which is an already tricky followup attack, hard to land. Mastering the timing of these options is very important if you want to do well with Billy.
Like his boss, Geese Howard, Billy has a set of 3-frame counters for when he must play defensive, which can occur typically for Billy. Ka Ryuu Tsuigeki Kon (214B/BD) counters aerial moves, as well as physical specials and supers. Sui Ryuu Tsuigeki Kon (214D) counters high and low ground attacks. Billy may be seen trying to use his counters more often than other characters with them, as Billy is very prone to getting badly hurt from playing offensively.
The reason why Billy is so vulnerable to getting obliterated is due in part to his attacks, which are slow and have hurtboxes that stretch beyond their hitbox. If the opponent is able to react quickly, it can very easily spell the end of the match. Taking account of your opponent's actions is key to scoring a round as Billy.
Billy is a read-based character that forces knowledge check situations and has to capitalize on them with meter. | |
Pros | Cons |
|
|
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Sansetsu Kon Chuudan Uchi - +
/
(*)
Super Special Moves
Chou Kaen Senpuu Kon - +
/
(!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Low confirm |
2B > 2B > 5A > 623B = 138 dmg |
½ Meter |
Heavy starter |
5D > 6B, 214AC > 236P> 623D > 5C = 388 dmg |
1 Meter |
Low confirm |
2B > 2B > 5A > 623B > 236236K = 272 dmg |
Normals
Far Standing Normals
far A
far A
f.A
f.A |
---|
far B
far B
f.B
f.B |
---|
far C
far C
f.C
f.C |
---|
far D
far D
f.D
f.D |
---|
Close Standing Normals
close A
close A
cl.A
cl.A |
---|
close B
close B
cl.B
cl.B |
---|
close C
close C
cl.C
cl.C |
---|
close D
close D
cl.D
cl.D |
---|
Crouch Normals
crouch A
crouch A
2A
2A |
---|
crouch B
crouch B
2B
2B |
---|
crouch C
crouch C
2C
2C |
---|
crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Rush
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
Shatter Strike
Shatter Strike
236CD
236CD |
---|
Advance Strike
AdvanceStrike
214CD
214CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Throws
Jigoku Otoshi
Jigoku Otoshi
(close) 4/6C
(close) 4/6C |
---|
Ippon Tsuri Nage
Ippon Tsuri Nage
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Dai Kaiten-Geri
Dai Kaiten-Geri
6A
6A |
---|
Boutakatobi-Geri
Boutakatobi-Geri
6B
6B |
---|
Chokka Uchi
Chokka Uchi
j.2C
j.2C |
---|
Special Moves
Senpuu Kon
Senpuu Kon
623A/C/AC
623A/C/AC |
---|
Sansetsu Kon Chuudan Uchi
Sansetsu Kon Chuudan Uchi
41236A/C/AC
41236A/C/AC |
---|
Kaen Sansetsu Kon Chuudan Uchi
Kaen Sansetsu Kon Chuudan Uchi
41236A/C/AC~236A
41236A/C/AC~236A |
---|
Tsurigome Sansetsu Kon Chuudan Uchi
Tsurigome Sansetsu Kon Chuudan Uchi
41236C~236C
41236C~236C |
---|
Kyoushuu Hishou Kon
Kyoushuu Hishou Kon
623B/D/BD
623B/D/BD |
---|
Suzume Otoshi
Suzume Otoshi
214A/C/AC
214A/C/AC |
---|
Kaen Suzume Otoshi
Kaen Suzume Otoshi
214C/AC~236P
214C/AC~236P |
---|
Ka Ryuu Tsuigeki Kon
Ka Ryuu Tsuigeki Kon
214B/BD
214B/BD |
---|
Sui Ryuu Tsuigeki Kon
Sui Ryuu Tsuigeki Kon
214D
214D |
---|
Super Special Moves
Chou Kaen Senpuu Kon
Chou Kaen Senpuu Kon
2363214A/C/AC
2363214A/C/AC |
---|
Guren Sakkon
Guren Sakkon
236236B/D/BD
236236B/D/BD |
---|
Climax Super Special Moves
Syaku Netu • Kaisen Kon
Syaku Netu • Kaisen Kon
2141236CD
2141236CD |
---|
Misc
Alternate Colors
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