Difference between revisions of "XV Broken/Billy Kane"
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
[[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 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"/> | ||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Gameplay Overview== | ==Gameplay Overview== | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = | | intro = At first glance, Billy Kane still looks like he dominates the mid-range game. However in this game Billy is a read-based character that forces knowledge check situations and has to capitalize on them with meter. Most of his important attacks are slow to start or have a lot of recovery and due to big hurtboxes they are prone to losing out or trading. The new cornerstone of his game is finding enough space to s.CD and play off of that. You need a lot of game knowledge and awareness on opponent tendencies to make the best use of your limited tools. For now he is considered to be one of the weakest characters in the game and for good reason. This may change in later patches. He can still work in specific cases. | ||
| pros= * | | pros= * '''Great Shatter Strike:''' Billy's Shatter Strike is one of the best Shatter Strikes in the game. It has long reach and is even faster than his s.CD (the move which the animation is based on). With enough meter you can inflict 400-600 damage to turn the round and while Shatter Strike is universally punishable on block, depending on the matchup, the spacing/pushback will save you most of the time. Very strong tool against air approaches and oppressive corner pressure too. | ||
* | * '''1 frame counter:''' Like his boss, Geese Howard, Billy has a set of counters for dealing with aerial and grounded attacks. Ka Ryuu Tsuigeki Kon (214B/BD) counters aerials, specials, and supers, while Sui Ryuu Tsuigeki Kon (214D) counters any high or low grounded attack. Most importantly 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. | ||
| cons= * | * '''Unpopular:''' Whether it's due to Billy's status as a bad character or just his 'annoying and loud' character design Billy is not a popular character at the moment. This means a lot of people aren't aware of his options and weaknesses. You can exploit the lack of knowledge and mostly play your own game if they let you. Eg. if you space a 6A on block from tip range your next s.CD will dodge a lot of pokes landing you a full combo on successful hit. | ||
* | |||
| cons= * '''Guess-heavy:''' Billy's ranged attacks have a lot of startup and recovery and the hurtboxes for them extend beyond his hitboxes, so if Billy whiffs from afar, chances are he's probably dead. You absolutely are gambling with your life on almost every swing. Even one of his best moves, the Shatter Strike, depends on a read. His moves have a lot of weaknesses, but they also do work well in certain scenarios. For example landing a counterhit j.CD can almost always be converted by 6B unlike most of the cast in this game (rewards for CH j.CD are generally lower). Said 6B also works excellently as an anti-projectile move. | |||
* '''Weak hurtboxes and hitboxes:''' Unlike his previous incarnation Billy can't really dominate space like he used to. For instance j.CD is vulnerable before active frames and it can even be accidentally beaten during the active parts. j.2C can lose out to wakeup throw mashing, 6A is no longer a two-part move, j.C whiffs on crouchers, 2C lacks horizontal range etc. | |||
* '''Limited combos:''' Billy's combos are quite rigid. Most moves will only work once during a combo and you need to follow the same structure with little flexibility. In addition to that the pushbacks and spacings affect them greatly. For instance you might miss the Climax cancel due to not landing close enough after 236236K. | |||
* '''Meter-reliant:''' Somewhat in conjunction with the previous point, Billy's low meter combos are lackluster without specific conditions like a heavy reversal punish near the corner. He needs at least 2 bars and preferably more to make most of his turns count. He's also quite bad at building meter due to his risky gameplay. | |||
* '''Locked in for 2nd slot:''' While any character can somewhat work in any slot, Billy's quite dead set to be the middle man. Due to aforementioned cons he can't perform adequately as a point and due to him being so risky and meter dependent he's an unreliable anchor too. If the matchup calls for it he could work as an anchor, but there are probably way more reliable options. 2nd slot Billy at least has one chance of killing a character and leveraging a lead by coming into play with some meter under his belt. | |||
* '''Demands a lot of knowledge:''' You can't make knowledge checks without being familiar of the opponents options as well. This is required of Billy more so than the opponent is required to know Billy. | |||
}} | }} | ||
==Movelist== | ==Movelist== | ||
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|input=f.A | |input=f.A | ||
|description= | |description= | ||
* Hop checker that lets you buffer specials behind it | * 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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|input=f.B | |input=f.B | ||
|description= | |description= | ||
* | * A standing low with decent range. | ||
* Chains into 2A. | * Chains into 2A. | ||
}} | }} | ||
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|input=f.D | |input=f.D | ||
|description= | |description= | ||
* | * Can work as an anti-air. | ||
* | * Has a special cancel and whiff cancel. | ||
}} | }} | ||
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* Big advantage on block | * Big advantage on block | ||
* Great vertical hitbox to catch jumpers | * Great vertical hitbox to catch jumpers | ||
* Will link after the 426C>236P pullback. | |||
}} | }} | ||
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|input=2A | |input=2A | ||
|description= | |description= | ||
* Can snipe under high | * One of Billy's best pokes due to its quickness and range. | ||
* Can snipe under high moves. | |||
* Forms a nice two-part poke when canceled from far B. | |||
* Inconsistent for MAX cancels due to low hit-stun and having to run close enough for 2C or cl.D. | |||
}} | }} | ||
====crouch B==== | ====crouch B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|input=2C | |input=2C | ||
|description= | |description= | ||
* | * Cancelable anti-air with terribly short horizontal range. | ||
* Forces stand. | * Forces stand. | ||
}} | }} | ||
====crouch D==== | ====crouch D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|input=j.A | |input=j.A | ||
|description2= | |description2= | ||
* Great | * Great horizontal air-to-air. | ||
* Billy's best air normal in terms of hitting something since it's fast and long ranged. | |||
}} | }} | ||
====Jump B==== | ====Jump B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|input=j.CD | |input=j.CD | ||
|description2= | |description2= | ||
* | * Less spammable in this game due to big extending hurtboxes before hitboxes. Still useful. | ||
}} | }} | ||
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|input=(close) 4/6D | |input=(close) 4/6D | ||
|description= | |description= | ||
* | * The hard knockdown leaves Billy too far away for any pressure. | ||
* Mainly used to switch sides (out of the corner). | |||
}} | }} | ||
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|input=6A | |input=6A | ||
|description= | |description= | ||
* Now only hits with the kick portion. If you want its old function as a hop check, manually perform | * Now only hits with the kick portion. If you want its old function as a hop check, manually perform 5A > 6A. Unfortunately far A won't cancel on whiff. | ||
* | * Can go over some lows, not recommended. | ||
* Safe on block and sets up Billy's guessing games. | |||
}} | }} | ||
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|input=6B | |input=6B | ||
|description= | |description= | ||
* | * A somewhat risky and duckable launcher. Thankfully doesn't whiff for long so your opponent must be on point too. | ||
* A main combo tool for Billy since you can convert from both s.CD and counterhit j.CD and is also the preferred option from a close heavy. | * A main combo tool for Billy since you can convert from both s.CD and counterhit j.CD and is also the preferred option from a close heavy. | ||
* Has low invulnerability and general evasiveness (goes over King's fireball without having any projectile invul). | * Has low invulnerability and general evasiveness (goes over King's fireball without having any projectile invul). | ||
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|description= | |description= | ||
* Crossup move that doesn't hit in the front (as opposed to j.D). | * Crossup move that doesn't hit in the front (as opposed to j.D). | ||
* 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. | |||
* Hitting an airborne target will cause a hard knockdown. | |||
}} | }} | ||
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|input=623A/C/AC | |input=623A/C/AC | ||
|description2= | |description2= | ||
* Used to negate projectiles or extending corner combos. | * Used to negate projectiles or extending corner combos. | ||
* | * Exclusive special cancel into this move from 623K series. | ||
* Plus on block. Mostly useful in the corner after a knockdown. | |||
* Hits behind as well. | * Hits behind as well. | ||
* EX version sucks the opponent in and knocks down. | * EX version sucks the opponent in and knocks down. | ||
}} | }} | ||
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|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. | ||
* D and EX versions | * D and EX versions track the opponent's position, if you for some reason would use this outside of combos, but they can easily be blown up with even a slight walk forward. | ||
* B & EX versions combos from light attacks, where EX launches the opponent higher for better midscreen combos. | * B & EX versions combos from light attacks, where EX launches the opponent higher for better midscreen combos. | ||
* You can cancel the recovery of each version into Senpuu Kon (623P) for frametrapping or in corner combos. | * You can cancel the recovery of each version into Senpuu Kon (623P) for frametrapping or in corner combos. | ||
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* Adds extra damage and juggle height to the C & EX versions. | * Adds extra damage and juggle height to the C & EX versions. | ||
* C version doesn't allow for juggles other than Supers outside of the corner. | * C version doesn't allow for juggles other than Supers outside of the corner. | ||
* EX version juggles into 6B... or 426AC... with the right height/spacing. | * EX version juggles into 6B... or 426AC... with the right height/spacing. With maximum delay you can also go for 623D in the corner. | ||
}} | }} | ||
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* B version counters air attacks, special moves, and supers. | * B version counters air attacks, special moves, and supers. | ||
* EX version counters anything but low attacks, and leads to a hard knockdown. | * EX version counters anything but low attacks, and leads to a hard knockdown. | ||
* EX version starts on the first frame allowing you to blow up safe-jumps. | |||
* Not a catch counter which means you can whiff parts of the move or even entirely against cross-ups for example. | |||
}} | }} | ||
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|input=2363214A/C/AC | |input=2363214A/C/AC | ||
|description2= | |description2= | ||
* | * Better damage than 236236K, but mostly combos in the corner. | ||
* While on paper it's -14 on block the pushback will require specific punishes from your opponent which means you will sometimes escape unscathed. | |||
* It's possible to Advance/Climax cancel this move too early, aim for the last hit where he sends it out to get max damage. | |||
}} | }} | ||
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* Invincible startup. | * Invincible startup. | ||
* The level 2 version has massive range and can punish fireballs from 3/4 screen away. | * The level 2 version has massive range and can punish fireballs from 3/4 screen away. | ||
* Can be advanced canceled into 236,214+AC Super or Climax after you've landed, but it tends to whiff outside the corner. | * Can be advanced canceled into 236,214+AC Super or Climax after you've landed, but it tends to whiff outside the corner. | ||
* Massively punishable. Raw MAX into full jump-in is guaranteed if you miss with this. | |||
}} | }} | ||
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|input=2141236CD | |input=2141236CD | ||
|description= | |description= | ||
* | * Somewhat hard to land, but does respectable damage. | ||
* Will place you back to the midscreen even if you hit it in the corner. | |||
}} | }} | ||
Revision as of 19:04, 22 September 2022
Gameplay Overview
At first glance, Billy Kane still looks like he dominates the mid-range game. However in this game Billy is a read-based character that forces knowledge check situations and has to capitalize on them with meter. Most of his important attacks are slow to start or have a lot of recovery and due to big hurtboxes they are prone to losing out or trading. The new cornerstone of his game is finding enough space to s.CD and play off of that. You need a lot of game knowledge and awareness on opponent tendencies to make the best use of your limited tools. For now he is considered to be one of the weakest characters in the game and for good reason. This may change in later patches. He can still work in specific cases. | |
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 > 426A = 296 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 |
---|
Shatterstrike
Shatterstrike
236CD
236CD |
---|
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
41236C/AC~236A
41236C/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 Setu • Kaisen Kon
Syaku Setu • Kaisen Kon
2141236CD
2141236CD |
---|