-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

The King of Fighters '98 UMFE/EX Billy: Difference between revisions

From Dream Cancel Wiki
Jump to navigation Jump to search
VolcanoShed (talk | contribs)
 
(20 intermediate revisions by 5 users not shown)
Line 2: Line 2:
  | __TOC__
  | __TOC__
  |}
  |}
[[File:kyo98umfeexbilly.png]]
<section begin="image"/>[[File:kyo98umfeexbilly.png]]<section end="image"/>
[[File:Notationkof.png|left]]
[[File:Notationkof.png|left]]
[[File:Kof98umfeexbillykanemovelist.png|left]]
[[File:Kof98umfeexbillykanemovelist.png|left]]
Line 9: Line 9:
== Introduction ==
== Introduction ==


EX Billy is a midrange character that excels at zoning with his long-reaching normals and strong pokes. He has good anti-airing options, such as a long-reaching upwards pole attack and a anti-air DM to help with his zoning. In addition to this, Billy can also rush down to push the opponent back into the corner, where his pressure is strong and he has access to some highly damaging combos. Billy also has access to some mixups in the form of lows, an overhead, and an untechable throw. Billy has a fairly unique weakness in that most of his long pokes have very bad priority, where the hurtbox extends further out than the hitbox, meaning he can get hit from further ranges than most characters.  
{{StrengthsAndWeaknesses
|ext=png
| description =EX Billy excels at poking with his long-reaching moves. He has good anti-airing options, such as an invulnerable anti air DM, and an upwards hitting special move with extremely long range. In addition to this, he is good when he has frame advantage up close, as he has good frame traps, an untechable mash grab, an instant jumping overhead, an excellent crossup, and an unsafe (unless it his late) overhead.  
 
EX Billy has a weakness in that his quickest longest pokes have very weak hurtboxes: The hurtbox extends further out than the hitbox, meaning he is vulnerable to counter pokes when using these moves. For his pokes, you only get two out of three traits: Speed, range, and a hurtbox that's behind the hitbox. Even some moves that have good hurtboxes can be counterpoked, because the hurtbox extends before the hitbox, so they are vulnerable before they get going.
 
With very good execution, he can make his pokes with the most priority, standing CD and crouching D, be neutral on block and much less vulnerable to rolling. Normally, these moves, while strong, are very negative on block and are susceptible to being rolled. This is done by cancelling to his mashed moves, then either immediately stopping them for better frame data, or letting them rock to catch rolls.
 
Furthermore, his defensive options require heavy commitment and are weak to the options they don't stop, a prime example being to mash 2C with its heavy recovery, against someone who stepped back or rolled, when you were hoping for a jump.
 
Although both Billy variants have pretty good combos, EX Billy's are better, because they work from farther away, and in some cases do more damage. What EX Billy lacks compared to Billy are the low risk counters.}}


== Changes from Previous Versions ==
== Changes from Previous Versions ==
Line 17: Line 27:
Normals:
Normals:


* A new hitbox added to st.C; it now hits diagonally upwards as well as in front
* Added a new hitbox to st.C; it now hits diagonally upwards as well as in front


* Hitbox of cr.A lengthened
* Hitbox of cr.A lengthened
Line 27: Line 37:
Specials:
Specials:


* qcb+K added, diagonal anti air move
* qcb+K added, diagonal anti-air move


* hcb+K added, a multi hitting staff move
* hcb+K added, a multi-hitting staff move


* Mash C reach increased, maximum number of hits increased from 6 to 8
* Mash C reach increased, maximum number of hits increased from 6 to 8
Line 35: Line 45:
Supers:
Supers:


* Added qcfx2+K, an upwards travelling fire wheel move; MAX version shoots the ring of fire downwards after
* Added qcfx2+K, an upwards-travelling fire wheel move; MAX version shoots the ring of fire downwards after


* qcfx2+P startup reduced by 5 frames and 9 frames for the normal and MAX versions respectively, both versions can combo from lights
* qcfx2+P startup reduced by 5 frames and 9 frames for the normal and MAX versions respectively, both versions can combo from lights
Line 78: Line 88:


'''Crouching'''
'''Crouching'''
* cr.A: Long-range poke, very useful for checking grounded movement from the opponent. Bad priority.
* cr.A: Long-range poke, very useful for checking grounded movement from the opponent. Bad priority.


Line 87: Line 98:


'''Jumping'''
'''Jumping'''
* j.A: Very fast, making it excellent for air-to-airs.
* j.A: Very fast, making it excellent for air-to-airs.


Line 130: Line 142:


== Special Moves ==
== Special Moves ==
'''Mash moves'''
Billy has two mash moves: (<code>PPPP ending in A</code>), and <code>PPPP ending in C</code>.
You can press any punch button three times, but the fourth one determines which move you get.
: '''Whirlwind Crane:''' <code>PPPP ending in A</code>
: * Billy spins his staff around.
: * Can be cancelled by pressing ABCD.
: * Crushes projectiles. If you predict a projectile and you start this move in time, to immediately cancel it, you can get some nice frame advantage in neutral where blocking the projectile would normally make you negative. It takes time to mash out though, so has to be done somewhat predictively.
: * If the opponent rolls in to it, you can let it rock for good damage.
: * It's positive on block if you cancel it to avoid whiffing, if you can ever manage to make it touch the opponent
: * If standing CD is cancelled to it, and it is immediately cancelled, then standing CD becomes neutral on block, where it's normally negative.
: '''Focus Continuous Beat Canes:''' <code>PPPP ending in C</code>
: * Billy rapidly and repeatedly thrusts his staff.
: * Can be cancelled by pressing ABCD.
: * Neutral on block. You can cancel cr.D to this, then cancel the move itself so you don't end up whiffing, to improve its frames on block.
: *  It's a poke with a good hitbox and hurtbox, but takes execution to be able to use fluently in neutral. It also only has quick start up if you can buffer its four punches in some thing like a jump, since otherwise you have to whiff a normal, which then cancels to this.
: * You can let it do more hits to push your opponent away. If this move is out and the opponent rolls, you can let it rock to catch them.


'''Midsection Club Cruncher:''' <code>hcf+A/C</code>
'''Midsection Club Cruncher:''' <code>hcf+A/C</code>
Line 148: Line 179:


:* Only comes out on hit.
:* Only comes out on hit.
'''Whirlwind Cane:''' <code>press A repeatedly</code>
* Billy spins his cane around in circles. Can be canceled at any point by pressing ABCD.
* Can nullify projectiles.
* Does a lot of hits and good damage if you catch cornered or backturned opponents with this.
'''Focus Continuous Beat Canes:''' <code>press C repeatedly</code>
* Billy sends his pole out in front of him at a rapid-fire pace. Can be canceled at any point by pressing ABCD.
* This move pushes the opponent far out, which makes it a good move for getting opponents out of close range and into zoning range.
* Unlike the A version, this move does not nullify projectiles.


'''Pursuing Fire Dragon Cane:''' <code>qcb+B/D</code>
'''Pursuing Fire Dragon Cane:''' <code>qcb+B/D</code>
Line 229: Line 244:
* Billy strikes with his pole, creating fire in front of him.
* Billy strikes with his pole, creating fire in front of him.


* Has good range, so is his primary combo DM.
* Has good range, so this is his primary combo DM.


* Combos from lights and heavies
* Combos from lights and heavies.


* MAX version does more damage.
* MAX version does more damage.
Line 255: Line 270:
''Low''
''Low''


: <code>cr.B, cr.B, cr.A, qcfx2+C</code>
: <code>cr.B, cr.B, cl.B, qcfx2+P</code>
: Low confirm combo into DM.
: Low confirm combo into DM.


Line 266: Line 281:


''Corner''
''Corner''
: <code>cr.Bx1~2, cl.B, f+A, ABC, qcfx2+B</code>


: <code>(j.X), cl.C, f+A, ABC, qcfx2+C</code>
: <code>(j.X), cl.C, f+A, ABC, qcfx2+B</code>
: Quick MAX combo where you link a DM after f+A. Best used in the corner since the pushback can make the DM whiff midscreen.
: Quick MAX combo where you link a DM after f+A. Best used in the corner since the pushback can make the DM whiff midscreen.
: <code> cr.C, dp+B, ABC, qcfx2+B </code>
: Quick MAX combo for SDM in the corner for a dp punish. qcfx2+K SDM does more damage than qcfhcb+P this way. For maximum damage quick max must be done while falling.


== Strategy & Tips ==
== Strategy & Tips ==

Latest revision as of 16:33, 7 October 2023


Introduction

EX Billy excels at poking with his long-reaching moves. He has good anti-airing options, such as an invulnerable anti air DM, and an upwards hitting special move with extremely long range. In addition to this, he is good when he has frame advantage up close, as he has good frame traps, an untechable mash grab, an instant jumping overhead, an excellent crossup, and an unsafe (unless it his late) overhead.

EX Billy has a weakness in that his quickest longest pokes have very weak hurtboxes: The hurtbox extends further out than the hitbox, meaning he is vulnerable to counter pokes when using these moves. For his pokes, you only get two out of three traits: Speed, range, and a hurtbox that's behind the hitbox. Even some moves that have good hurtboxes can be counterpoked, because the hurtbox extends before the hitbox, so they are vulnerable before they get going.

With very good execution, he can make his pokes with the most priority, standing CD and crouching D, be neutral on block and much less vulnerable to rolling. Normally, these moves, while strong, are very negative on block and are susceptible to being rolled. This is done by cancelling to his mashed moves, then either immediately stopping them for better frame data, or letting them rock to catch rolls.

Furthermore, his defensive options require heavy commitment and are weak to the options they don't stop, a prime example being to mash 2C with its heavy recovery, against someone who stepped back or rolled, when you were hoping for a jump.

Although both Billy variants have pretty good combos, EX Billy's are better, because they work from farther away, and in some cases do more damage. What EX Billy lacks compared to Billy are the low risk counters.

Changes from Previous Versions

98 to 98UM

Normals:

  • Added a new hitbox to st.C; it now hits diagonally upwards as well as in front
  • Hitbox of cr.A lengthened
  • New animation for cr.D, the staff now hits twice instead of one staff hit and one sweep
  • Raw f+B is now an overhead

Specials:

  • qcb+K added, diagonal anti-air move
  • hcb+K added, a multi-hitting staff move
  • Mash C reach increased, maximum number of hits increased from 6 to 8

Supers:

  • Added qcfx2+K, an upwards-travelling fire wheel move; MAX version shoots the ring of fire downwards after
  • qcfx2+P startup reduced by 5 frames and 9 frames for the normal and MAX versions respectively, both versions can combo from lights

98UM to 98UMFE

Normals:

  • cl.C no longer whiffs on short characters
  • cr.D now cancels into special moves and DMs
  • f+A's second hit should no longer whiff on short characters

Specials:

  • hcf+A has 6 frames less recovery, hcf+C has 10 frames less recovery
  • You can now cancel mash A/C by pressing ABCD

Normal Moves

Close

  • cl.A: Has good vertical reach. Decent point-blank anti air. Whiffs on short crouchers. Chainable and cancelable.
  • cl.B: Staple combo tool when chained into from cr.B. Chainable and cancelable.
  • cl.C: One of Billy's main combo tools. It has a lot of active frames, so it can be a good meaty. Cancelable.
  • cl.D: Whiffs on regular crouchers and lower. Can be a decent close-range anti-air. Cancelable.

Standing

  • st.A: Decent poke. More active than st.B. Whiffs on tiny crouchers. Cancelable.
  • st.B: Can be useful for stopping hops. Whiffs on short crouchers.
  • st.C: Long-range poke with two active parts: the first diagonally above Billy, which can stop jumps, and the second in front of him. Like many of Billy's longer pokes, it has very bad priority.
  • st.D: Very slow move with some low invincibility and decent hitboxes for stopping jumps. Very risky due to how slow it is; should be used with caution.

Crouching

  • cr.A: Long-range poke, very useful for checking grounded movement from the opponent. Bad priority.
  • cr.B: Billy's main low combo tool. Chainable and cancelable.
  • cr.C: Very fast move, which makes it an excellent combo tool. Can also be used for anti-airing or as a poke, since it also has nice forwards priority. Has a lot of recovery on whiff. Cancelable.
  • cr.D: Long-range sweep that is cancelable on hit, block, and whiff. Has good priority, making it a good poke as well.

Jumping

  • j.A: Very fast, making it excellent for air-to-airs.
  • nj.A: Long-reaching forwards poke that can be good for air-to-airs. Bad priority.
  • j.B: Good jump-in that also works as an instant overhead.
  • nj.B: Mostly the same as j.B, but with a different animation. Not an instant overhead.
  • j.C: Long-range poke with a lot of active frames. Bad priority.
  • nj.C: Downward-hitting long poke with good priority, making it a good jump-in and air-to-air tool.
  • j.D: Good for jump-ins and crossups.
  • nj.D: Pretty much the same as j.D, but with a different animation.

CD Normals

  • st.CD: Great long-range poke with nice priority. Cancelable on hit, block, and whiff.
  • j.CD: Great jump-in attack with good priority.

Throws

Drop into Hell: b/f+C (close)

  • Hold throw, not techable. Billy picks the opponent up on his pole and shakes them around a bit before slamming them down, sending them fullscreen away with a hard knockdown.

Skewering Toss: b/f+D (close)

  • Regular throw, techable. Billy picks the opponent up with his pole and slams them down behind him, sending them fullscreen away with a backturned hard knockdown.

Command Moves

Wide Revolving Kick: f+A

  • Two-hitting move with great priority on both hits. One of Billy's main pokes and combo tools.

Pole Vault Kick: f+B

  • Slow overhead move that travels forward a lot. Has good priority.

Special Moves

Mash moves

Billy has two mash moves: (PPPP ending in A), and PPPP ending in C. You can press any punch button three times, but the fourth one determines which move you get.

Whirlwind Crane: PPPP ending in A
* Billy spins his staff around.
* Can be cancelled by pressing ABCD.
* Crushes projectiles. If you predict a projectile and you start this move in time, to immediately cancel it, you can get some nice frame advantage in neutral where blocking the projectile would normally make you negative. It takes time to mash out though, so has to be done somewhat predictively.
* If the opponent rolls in to it, you can let it rock for good damage.
* It's positive on block if you cancel it to avoid whiffing, if you can ever manage to make it touch the opponent
* If standing CD is cancelled to it, and it is immediately cancelled, then standing CD becomes neutral on block, where it's normally negative.
Focus Continuous Beat Canes: PPPP ending in C
* Billy rapidly and repeatedly thrusts his staff.
* Can be cancelled by pressing ABCD.
* Neutral on block. You can cancel cr.D to this, then cancel the move itself so you don't end up whiffing, to improve its frames on block.
* It's a poke with a good hitbox and hurtbox, but takes execution to be able to use fluently in neutral. It also only has quick start up if you can buffer its four punches in some thing like a jump, since otherwise you have to whiff a normal, which then cancels to this.
* You can let it do more hits to push your opponent away. If this move is out and the opponent rolls, you can let it rock to catch them.

Midsection Club Cruncher: hcf+A/C

  • Billy thrusts his pole forwards. The A version starts up faster but recovers slower than the C version.
  • The A version is your go-to combo tool, as the C version is too slow to combo.
  • The C version is the better choice for neutral use, as its faster recovery makes it a bit safer to whiff.
  • Has a ton of priority, so it can almost be considered a projectile in use.
Flaming Midsection Club Cruncher: qcf+A/C (during hcf+P)
  • Followup move to the Club Cruncher. Billy's extended pole erupts into a burst of flames, causing a soft knockdown.
  • Will only come out at about 3/4ths of the move's range, so it won't come out if you hit them at the tip.
  • Only comes out on hit.

Pursuing Fire Dragon Cane: qcb+B/D

  • Billy delivers a series of 4 strikes with his pole.
  • A version starts up and recovers faster, but deals a bit less damage than the C version.
  • This can be a fairly safe chipping tool, as it has a lot of pushback, leaving you at zoning range afterwards.
  • All of the strikes have good priority on them.
  • Can be a decent combo ender.

Sparrow Drop: qcb+A/C

  • Billy thrusts his pole diagonally out into the sky.
  • The A version starts up faster and recovers a bit faster, but does less damage.
  • Kinda hard to use as an anti-air on reaction, but the A version is the one that should be used for it.
  • For preemptive anti-airing on a read, the C version will deal more damage.
  • This move cannot hit grounded opponents at all, so only use it when you're sure they're going to be in the air, as whiffing it will lead to a guaranteed punish.

Soaring Crackdown Cane: dp+B/D

  • Billy pole vaults into the air and comes down about a half screen away from the starting position of the move.
  • On hit, launches the opponent for juggle followups.
  • The B version is faster but leaves the opponent closer to the ground when it finishes, leaving less time for followups.
  • The D version is slower and harder to combo into, but leads to better juggles.
  • Neither version combos from lights but both combo from heavies.
  • In the corner this move is extra deadly because you can combo a DM afterwards for big damage.

Desperation Moves

Crimson Lotus Crush: qcfx2+B/D

  • Billy creates a ring of fire with his pole and jumps into the air.
  • Can be used for reversals or anti-airing.
  • Will combo from both lights and heavies.
  • MAX version does more damage.

Super Fire Wheel: qcf,hcb+A/C

  • Billy spins his pole around, creating a ring of fire, then sends it flying forwards after a short time.
  • Both A and C versions are fairly similar, they mostly have different timing for the hits.
  • Mostly used for a corner combo after dp+K.
  • MAX version does more damage.

Salamander Stream: qcfx2+A/C

  • Billy strikes with his pole, creating fire in front of him.
  • Has good range, so this is his primary combo DM.
  • Combos from lights and heavies.
  • MAX version does more damage.

Combos

General Notes

Meterless

Low

cr.B, cr.B, cl.B, f+A
Basic low confirm combo into a safe ender that doubles as a good blockstring.

Mid/Jump-In

(j.X), cr.C, hcf+A > qcf+P
Meterless combo from heavies and jump-ins.

With Meter

Low

cr.B, cr.B, cl.B, qcfx2+P
Low confirm combo into DM.

Corner

(j.X), cr.C, dp+B, qcf,hcb+C
Corner combo into DM from heavies or jump-ins. dp+K can be prone to whiffing if spacing isn't on point.

With Quick MAX

Corner

cr.Bx1~2, cl.B, f+A, ABC, qcfx2+B
(j.X), cl.C, f+A, ABC, qcfx2+B
Quick MAX combo where you link a DM after f+A. Best used in the corner since the pushback can make the DM whiff midscreen.
cr.C, dp+B, ABC, qcfx2+B
Quick MAX combo for SDM in the corner for a dp punish. qcfx2+K SDM does more damage than qcfhcb+P this way. For maximum damage quick max must be done while falling.

Strategy & Tips

Videos

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro