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The King of Fighters XIV/Billy Kane: Difference between revisions
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=Command Moves= | =Command Moves= | ||
'''Gai Kaiten-Geri''' - (f+A) | |||
* A two-part spinning hop move that’s safe on block and easy to abuse against people that don’t know Billy. Be careful of the spacing since the second part may whiff depending on how you hit. | |||
'''Boutakatobi''' - (f+B) | |||
* Billy vaults forward with his cane. This move avoids low fireballs and lows too. Beware, as it only hits standing opponents. On hit you can convert into a super or without resources into f+A/st.B. | |||
'''Chokka Uchi''' - (Air) (down + C) | |||
* A big part of Billy’s mixup game, this move is terrific for crossups. On aerial counterhit it will spike them down for a hard knockdown, although this feature comes mostly into play when you kill reversals with it. | |||
=Special Moves= | =Special Moves= |
Revision as of 23:34, 20 August 2017
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Senpuu Kou - press rapidly, / (*)
Sansetsu Kon Chuudan Uchi - + / (*)
Super Special Moves
Chou Kaen Senpuu Kon - + / (!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters | Anywhere | (Combo 1) = (damage number here) dmg |
Gameplay Overview
Normals
Standing
- st. A: A somewhat slow but decent mid range poke. Has super cancel, but no special cancel.
- st. B: A good, fast poke with no cancelability (except MAX). Also hits low!
- st. C: Billy’s longest reaching normal that is punishable even on hit. It has no cancels except MAX, but is one of his best whiff punishers if you have the resources.
- st. D: A somewhat slow high-hitting anti air kick. For some reason it has a super cancel.
Close
- cl. A: Sluggishly slow for a close normal, but it makes it up with big advantage on block.
- cl. B: One of Billy’s fastest normals and a primary part in his confirms. Special cancelable, but not super cancelable.
- cl. C: Billy hits the opponent with the backend of his cane. Abnormal advantage on block for just a normal, but it’s terribly slow for usual purposes (MAX filler).
- cl. D: Hits for slightly more damage than cl.C and faster, but is less advantageous. Quite slow for a close normal, but it’s the go-to close heavy move.
Crouching
- cr. A: A nice mid range poke that has super cancel, but no special cancel.
- cr. B: A basic crouching light normal that hits low and is a part of his hit confirm. You can special and super cancel the move, but strangely it doesn’t allow for command normals at all.
- cr. C: The fastest move that Billy has. It’s an important part of his gameplay in combos and through anti airing. Horizontally the move is lacking but vertically it’s a wall of a normal. Recommended move for MAX combos too since it forces the opponent to stand.
- cr. D: A peculiar two-part sweep which you can cancel into specials or command normals before the second hit even on whiff. On hit you may also super, but it serves no purpose as you won’t hit with anything.
Jumping
- j. A: A fast linear air-to-air normal. Good horizontal reach.
- j. B: Kicks in the same spot as his j.D, but faster. Also less pushback allows you to go for more reliable light hit confirms.
- j. C: One of Billy’s core moves, you can control the sky with this and j.CD. It’s possible to hit crouchers, but the angle is too high most of the time.
- j. D: Arguably his best jump-in with a decent angle and reach.
Blowback
- st. CD: After far C his longest reaching normal. Like most characters, you can whiff cancel it after startup, but only into specials and not command normals.
- j. CD: Another one of Billy’s core moves that you can use to control the match. It’s heavy advantage on block. As usual on counter hit it allows for a combo.
Throws
Jigoku Otoshi - (b/f+C) close
- Drops the opponent in front of him at midrange with a hard knockdown. It’s possible to jump with j.d+C so that it makes some reversals whiff (eg. Ryo) and hits them down with a counterhit for another hard knockdown.
Ippon Tsuri Nage - (b/f+D) close
- Tosses the opponent behind him almost fullscreen away ending with a hard knockdown. No safe jump opportunities outside the corner.
Command Moves
Gai Kaiten-Geri - (f+A)
- A two-part spinning hop move that’s safe on block and easy to abuse against people that don’t know Billy. Be careful of the spacing since the second part may whiff depending on how you hit.
Boutakatobi - (f+B)
- Billy vaults forward with his cane. This move avoids low fireballs and lows too. Beware, as it only hits standing opponents. On hit you can convert into a super or without resources into f+A/st.B.
Chokka Uchi - (Air) (down + C)
- A big part of Billy’s mixup game, this move is terrific for crossups. On aerial counterhit it will spike them down for a hard knockdown, although this feature comes mostly into play when you kill reversals with it.
Special Moves
Notation Key (*) = EX OK
(!) = MAX OK
Super Special Moves
Climax Super Special Moves
Combos
0 meter
- (place combo here) = (place damage amount here)
(place combo description here)
1 meter
- (place combo here) = (place damage amount here)
(place combo description here)
2 meters
- (place combo here) = (place damage amount here)
(place combo description here)
3 meters
- (place combo here) = (place damage amount here)
(place combo description here)
4 meters
- (place combo here) = (place damage amount here)
(place combo description here)
5 meters
- (place combo here) = (place damage amount here)
(place combo description here)
Misc
Videos
Billy Slow Motion Hitboxes
External Links
Discussion Threads
Discuss at Dream Cancel