Difference between revisions of "XV Broken/Billy Kane"
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(15 intermediate revisions by the same user not shown) | |||
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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=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=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 |
---|