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The King of Fighters '98 UMFE/Billy Kane: Difference between revisions
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== Changes from Previous Versions == | == Changes from Previous Versions == | ||
'''98 to 98UM''' | '''98 to 98UM''' | ||
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* A new hitbox added to st.C, it now hits diagonally upwards as well as in front | * A new hitbox added to st.C, it now hits diagonally upwards as well as in front | ||
* Hitbox of cr.A lengthened | * Hitbox of cr.A lengthened | ||
* New animation to cr.D, the staff now hits twice instead of one staff hit and one sweep | * New animation to cr.D, the staff now hits twice instead of one staff hit and one sweep | ||
* Raw f+B is now an overhead | * Raw f+B is now an overhead | ||
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* The reach and maximum number of hits of mash C increased | * The reach and maximum number of hits of mash C increased | ||
* Both hits of dp+C now launch, both hits will also hit airborne opponents now | * Both hits of dp+C now launch, both hits will also hit airborne opponents now | ||
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* cl.C no longer whiffs on short characters | * cl.C no longer whiffs on short characters | ||
* cr.D now cancels into special and super moves | * cr.D now cancels into special and super moves | ||
* f+A's second hit should no longer whiff on short characters | * f+A's second hit should no longer whiff on short characters | ||
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* Startup of qcb+K shortened to 2 frames | * Startup of qcb+K shortened to 2 frames | ||
* hcf+P's A version has 6 frames less recovery, C version has 10 frames less recovery | * hcf+P's A version has 6 frames less recovery, C version has 10 frames less recovery | ||
* You can now cancel the animation of mash A/C by pressing ABCD together | * You can now cancel the animation of mash A/C by pressing ABCD together | ||
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== Normal Moves == | == Normal Moves == | ||
'''Close''' | '''Close''' | ||
* cl.A: Has good vertical reach. Decent point blank anti air. Whiffs on short crouchers. Chainable and cancelable. | * 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.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.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. | * cl.D: Whiffs on regular crouchers and lower. Can be a decent close range anti air. Cancelable. | ||
'''Stand''' | '''Stand''' | ||
* st.A: Decent poke. More active than st.B. Whiffs on tiny crouchers. Cancelable. | * st.A: Decent poke. More active than st.B. Whiffs on tiny crouchers. Cancelable. | ||
* st.B: Can be useful for anti-airing hops. Whiffs on short crouchers. | * st.B: Can be useful for anti-airing 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.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 invulnerability and decent hitboxes for stopping jumps. Very risky due to how slow it is. Should be used with caution. | * st.D: Very slow move with some low invulnerability and decent hitboxes for stopping jumps. Very risky due to how slow it is. Should be used with caution. | ||
'''Crouch''' | '''Crouch''' | ||
* 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. | ||
* cr.B: Billy's main low combo tool. Chainable and cancelable. | * 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.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 whiff cancelable. Has good priority making it a good poke as well. Cancelable. | * cr.D: Long-range sweep that is whiff cancelable. Has good priority making it a good poke as well. Cancelable. | ||
'''Jump''' | '''Jump''' | ||
* j.A: Very fast, making it excellent for air-to-airs. | * j.A: Very fast, making it excellent for air-to-airs. | ||
* nj.A: Long-reaching forward poke that can be good for air-to-airs. Bad priority. | * nj.A: Long-reaching forward poke that can be good for air-to-airs. Bad priority. | ||
* j.B: Good jump-in that also works as an instant overhead. | * 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. | * 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. | * j.C: Long-range poke with a lot of active frames. Bad priority. | ||
* nj.C: Downwards-hitting long poke with good priority, making it a good anti-air and air-to-air tool. | * nj.C: Downwards-hitting long poke with good priority, making it a good anti-air and air-to-air tool. | ||
* j.D: Good for jump-ins and crossups. | * j.D: Good for jump-ins and crossups. | ||
* nj.D: Pretty much the same as j.D, but with a different animation. | * nj.D: Pretty much the same as j.D, but with a different animation. | ||
'''Blowback''' | '''Blowback''' | ||
* st.CD: Great long-range poke with nice priority. Whiff cancelable. | * st.CD: Great long-range poke with nice priority. Whiff cancelable. | ||
* j.CD: Great jump-in attack with good priority. | * j.CD: Great jump-in attack with good priority. | ||
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== Throws == | == Throws == | ||
'''Drop into Hell: | '''Drop into Hell:''' <code>b/f+C (close)</code> | ||
* Hold throw, not techable. Billy picks the opponent up on his pole and shakes them around a bit, then slams them down, sending them fullscreen away with a hard knockdown. | * Hold throw, not techable. Billy picks the opponent up on his pole and shakes them around a bit, then slams them down, sending them fullscreen away with a hard knockdown. | ||
'''Skewering Toss: | '''Skewering Toss:''' <code>b/f+D (close)</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. | * 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. | ||
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== Command Moves == | == Command Moves == | ||
'''Wide Revolving Kick:''' f+A | '''Wide Revolving Kick:''' <code>f+A</code> | ||
* Two-hitting move with great priority on both hits. One of Billy's main pokes and combo tools. | * Two-hitting move with great priority on both hits. One of Billy's main pokes and combo tools. | ||
'''Pole Vault Kick:''' f+B | '''Pole Vault Kick:''' <code>f+B</code> | ||
* Slow overhead move that travels forward a lot. Has good priority. | * Slow overhead move that travels forward a lot. Has good priority. | ||
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== Special Moves == | == Special Moves == | ||
'''Midsection Club Cruncher:''' hcf+A/C | '''Midsection Club Cruncher:''' <code>hcf+A/C</code> | ||
* Billy thrusts his pole forwards. The A version starts up faster but recovers slower than the C version. | * Billy thrusts his pole forwards. The A version starts up faster but recovers slower than the C version. | ||
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* Has a ton of priority, so it can almost be considered a projectile in use. | * Has a ton of priority, so it can almost be considered a projectile in use. | ||
> '''Flaming Midsection Club Cruncher | > '''Flaming Midsection Club Cruncher:''' <code>qcf+A/C (during hcf+P hit)</code> | ||
* Followup move to hcf+P. | * Followup move to hcf+P. Billy's extended pole erupts into a burst of flames that knocks down. | ||
* 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. | * 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. | ||
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* Causes a soft knockdown. | * Causes a soft knockdown. | ||
'''Whirlwind Cane:''' press A repeatedly | '''Whirlwind Cane:''' <code>press A repeatedly</code> | ||
* Billy spins his cane around in circles. Can be canceled at any point by pressing ABCD. | * Billy spins his cane around in circles. Can be canceled at any point by pressing ABCD. | ||
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* Can nullify projectiles. | * Can nullify projectiles. | ||
* Does a lot of hits and good damage if you catch the cornered or backturned | * Does a lot of hits and good damage if you catch the cornered or backturned opponent with this. | ||
'''Focus Continuous Beat Canes:''' press C repeatedly | '''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. | * 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. | * This move pushes the opponent far out, which makes it a good move for getting opponents out of close range and into zoning range. | ||
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* Unlike the A version, this move does not nullify projectiles. | * Unlike the A version, this move does not nullify projectiles. | ||
'''Soaring Crackdown Cane:''' dp+B/D | '''Soaring Crackdown Cane:''' <code>dp+B/D</code> | ||
* Billy pole vaults into the air and comes down about a half screen away from the starting position of the move. | * Billy pole vaults into the air and comes down about a half screen away from the starting position of the move. | ||
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* In the corner, this move is extra deadly because you can combo a super afterwards for big damage. | * In the corner, this move is extra deadly because you can combo a super afterwards for big damage. | ||
'''Pursuing Fire Dragon Cane''' | '''Pursuing Fire Dragon Cane:''' <code>qcb+B</code> | ||
* Counters high attacks. | * Counters high attacks. | ||
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* Very fast, with only has one startup frame, making it a good reaction anti-air tool. | * Very fast, with only has one startup frame, making it a good reaction anti-air tool. | ||
'''Pursing Water Serpent Cane''' | '''Pursing Water Serpent Cane:''' <code>qcb+D</code> | ||
* Counters mid/low attacks. | * Counters mid/low attacks. | ||
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* Comes out at the same speed as the B version, and is therefore good to catch grounded pokes. | * Comes out at the same speed as the B version, and is therefore good to catch grounded pokes. | ||
'''Slicing Spiral Cane''' | '''Slicing Spiral Cane:''' <code>dp+A/C</code> | ||
* Billy spins his pole and jumps up into the air. | * Billy spins his pole and jumps up into the air. | ||
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== Desperation Moves == | == Desperation Moves == | ||
'''Super Fire Wheel:''' qcf,hcb+A/C | '''Super Fire Wheel:''' <code>qcf,hcb+A/C</code> | ||
* Billy spins his pole around, creating a ring of fire; he spins it in place for a while and then sends it flying forwards. | * Billy spins his pole around, creating a ring of fire; he spins it in place for a while and then sends it flying forwards. | ||
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* MAX version does more damage. | * MAX version does more damage. | ||
'''Big Fan''' | '''Big Fan:''' <code>qcfx2+A/C</code> | ||
* Billy swings his pole upwards and then back down again. | * Billy swings his pole upwards and then back down again. | ||
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== Combos == | == Combos == | ||
'''General Notes''' | |||
===Meterless=== | |||
''Low'' | |||
: <code>cr.B, cr.B, st.B, f+A/dp+A</code> | |||
: Hit-confirm into f+A for more damage, or dp+A for soft knockdown. | : Hit-confirm into f+A for more damage, or dp+A for soft knockdown. | ||
''Mid/Jump-In'' | |||
: Midscreen jump-in combo | |||
: <code>(j.X), cr.C, hcf+A, qcf+A</code> | |||
: Midscreen punish or jump-in combo. | |||
: <code>(j.X), cr.C, qcfx2+A</code> | |||
:Jump-in combo into super. Good to use close to the corner because further out the second hit of the super will whiff. | :Jump-in or punish combo into super. Good to use close to the corner because further out the second hit of the super will whiff. | ||
: <code>cr.C, dp+B, mash C</code> | |||
: Midscreen juggle after dp+B ending in his mash C move. | : Midscreen juggle after dp+B ending in his mash C move. | ||
=== | ===With Meter=== | ||
''Corner'' | ''Corner'' | ||
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: Corner combo juggle into super. | : Corner combo juggle into super. | ||
===With Quick MAX=== | |||
=== | |||
== Strategy & Tips == | == Strategy & Tips == |
Revision as of 05:14, 14 October 2021
Introduction
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 fast counter and a dp 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 decent 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.
Changes from Previous Versions
98 to 98UM
Normals:
- A new hitbox added to st.C, it now hits diagonally upwards as well as in front
- Hitbox of cr.A lengthened
- New animation to cr.D, the staff now hits twice instead of one staff hit and one sweep
- Raw f+B is now an overhead
Specials:
- The reach and maximum number of hits of mash C increased
- Both hits of dp+C now launch, both hits will also hit airborne opponents now
98UM to 98UMFE
Normals:
- cl.C no longer whiffs on short characters
- cr.D now cancels into special and super moves
- f+A's second hit should no longer whiff on short characters
Specials:
- Startup of qcb+K shortened to 2 frames
- hcf+P's A version has 6 frames less recovery, C version has 10 frames less recovery
- You can now cancel the animation of mash A/C by pressing ABCD together
Supers:
- For qcfx2+P, if the second hit connects in mid-air, the third hit should connect easier, and Billy's hurtbox has been shrunk downwards
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.
Stand
- st.A: Decent poke. More active than st.B. Whiffs on tiny crouchers. Cancelable.
- st.B: Can be useful for anti-airing 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 invulnerability and decent hitboxes for stopping jumps. Very risky due to how slow it is. Should be used with caution.
Crouch
- 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 whiff cancelable. Has good priority making it a good poke as well. Cancelable.
Jump
- j.A: Very fast, making it excellent for air-to-airs.
- nj.A: Long-reaching forward 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: Downwards-hitting long poke with good priority, making it a good anti-air 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.
Blowback
- st.CD: Great long-range poke with nice priority. Whiff cancelable.
- 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, then slams them down, sending them fullscreen away with a hard knockdown.
Skewering Toss: b/f+D (close)</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
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 hit)
- Followup move to hcf+P. Billy's extended pole erupts into a burst of flames that knocks down.
- 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.
- Causes a soft knockdown.
Whirlwind Cane: press A repeatedly
- 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 the cornered or backturned opponent with this.
Focus Continuous Beat Canes: press C repeatedly
- 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.
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.
- Launches the opponent on hit, allowing for followup juggles.
- 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 super afterwards for big damage.
Pursuing Fire Dragon Cane: qcb+B
- Counters high attacks.
- Very fast, with only has one startup frame, making it a good reaction anti-air tool.
Pursing Water Serpent Cane: qcb+D
- Counters mid/low attacks.
- Comes out at the same speed as the B version, and is therefore good to catch grounded pokes.
Slicing Spiral Cane: dp+A/C
- Billy spins his pole and jumps up into the air.
- Though this looks like a DP, it only has startup invincibility and is not a true reversal.
- Can be used as a good anti air, the C version is slower but has better anti air hitboxes.
- The A version is faster, but the first hitbox of the move is not good for anti airing so it needs to be done a bit earlier than the C version to have good chances of success.
Desperation Moves
Super Fire Wheel: qcf,hcb+A/C
- Billy spins his pole around, creating a ring of fire; he spins it in place for a while and then sends it flying forwards.
- Both A and C version 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.
Big Fan: qcfx2+A/C
- Billy swings his pole upwards and then back down again.
- Good combo super and longer-range punish.
- In the MAX version, Billy slams the pole down multiple times, dealing more damage.
Combos
General Notes
Meterless
Low
cr.B, cr.B, st.B, f+A/dp+A
- Hit-confirm into f+A for more damage, or dp+A for soft knockdown.
Mid/Jump-In
(j.X), cr.C, hcf+A, qcf+A
- Midscreen punish or jump-in combo.
(j.X), cr.C, qcfx2+A
- Jump-in or punish combo into super. Good to use close to the corner because further out the second hit of the super will whiff.
cr.C, dp+B, mash C
- Midscreen juggle after dp+B ending in his mash C move.
With Meter
Corner
- (j.X) cr.C dp+B qcf,hcb+A
- Corner combo juggle into super.
With Quick MAX
Strategy & Tips
Videos
External Links