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

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|colspan="3" | [[image:Billy98_clA.png|center]]
|colspan="3" | [[image:Billy98_clA.png|center]]
|align="left"|
|align="left"|
Chain: ender
vs short-hop. Cancelable
|-
|-
! [[image:snkb.gif]]
! [[image:snkb.gif]]
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|colspan="3" | [[image:Billy98_clB.png|center]]
|colspan="3" | [[image:Billy98_clB.png|center]]
|align="left"|
|align="left"|
Chain: ender
Low and cancelable. Used after a cr.B to combo.
|-
|-
! [[image:snkc.gif]]
! [[image:snkc.gif]]
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|colspan="3" | [[image:Billy98_clC.png|center]]
|colspan="3" | [[image:Billy98_clC.png|center]]
|align="left"|  
|align="left"|  
Meaty Attack (very useful after D Throw on corner). Cancelable.
|-
|-
! [[image:snkd.gif]]
! [[image:snkd.gif]]
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|align="center"| HL
|align="center"| HL
|colspan="3" | [[image:Billy98_clD.png|center]]
|colspan="3" | [[image:Billy98_clD.png|center]]
|
|Meaty Attack (very useful after D Throw on corner). Cancelable.
|-
|-
|colspan="9" align="center"| '''Standing Far'''
|colspan="9" align="center"| '''Standing Far'''
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|align="center"| HL
|align="center"| HL
|colspan="3" | [[image:Billy98_stA.png|center]]
|colspan="3" | [[image:Billy98_stA.png|center]]
|align="left"|Chain: -
|align="left"|close poke
|-
|-
! [[image:snkb.gif]]
! [[image:snkb.gif]]
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|align="center"| HL
|align="center"| HL
|colspan="3" | [[image:Billy98_stB.png|center]]
|colspan="3" | [[image:Billy98_stB.png|center]]
|Chain: -
|close poke
|-
|-
! [[image:snkc.gif]]
! [[image:snkc.gif]]
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|colspan="3" | [[image:Billy98_stC.png|center]]
|colspan="3" | [[image:Billy98_stC.png|center]]
|align="left"|
|align="left"|
long range poke
|-
|-
! [[image:snkd.gif]]
! [[image:snkd.gif]]
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|valign="bottom" style="border-right:0px; border-left:0px;"| [[image:Billy98_stD2.png|center]]
|valign="bottom" style="border-right:0px; border-left:0px;"| [[image:Billy98_stD2.png|center]]
|valign="bottom" style="border-left:0px;"| [[image:Billy98_stD3.png|center]]
|valign="bottom" style="border-left:0px;"| [[image:Billy98_stD3.png|center]]
|
|Used vs high jump. must be well used cause punishable easily.
|-
|-
! [[image:snkc.gif]]+[[image:snkd.gif]]
! [[image:snkc.gif]]+[[image:snkd.gif]]
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|colspan="3"| [[image:Billy98_stCD.png|center]]
|colspan="3"| [[image:Billy98_stCD.png|center]]
|align="left"|
|align="left"|
Good priority move.
|-
|-
|colspan="9" align="center"| '''Crouching'''
|colspan="9" align="center"| '''Crouching'''
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|align="center"| HL
|align="center"| HL
|colspan="3" | [[image:Billy98_crA.png|center]]
|colspan="3" | [[image:Billy98_crA.png|center]]
|align="left"|Chain: -
|align="left"|long range poke. Not cancelable.
|-
|-
! [[image:snkb.gif]]
! [[image:snkb.gif]]
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|align="center"| L
|align="center"| L
|colspan="3" | [[image:Billy98_crB.png|center]]
|colspan="3" | [[image:Billy98_crB.png|center]]
|Chain: repeatable
|Main combo starter (to cl.B or cr.C). Can do "footsie" with this move.
|-
|-
! [[image:snkc.gif]]
! [[image:snkc.gif]]
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|colspan="3" | [[image:Billy98_crC.png|center]]
|colspan="3" | [[image:Billy98_crC.png|center]]
|align="left"|
|align="left"|
anti-air move. Good priority. Cancelable on first hit.
|-
|-
! [[image:snkd.gif]]
! [[image:snkd.gif]]
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|valign="bottom" style="border-right:0px; border-left:0px;"| [[image:Billy98_crD2.png|center]]
|valign="bottom" style="border-right:0px; border-left:0px;"| [[image:Billy98_crD2.png|center]]
|valign="bottom" style="border-left:0px;"| [[image:Billy98_crD3.png|center]]
|valign="bottom" style="border-left:0px;"| [[image:Billy98_crD3.png|center]]
|
|Billy's sweep. Can be punishable if the opponent does a forward Guard Cancel Roll thus must be well used.
|-
|-
|colspan="9" align="center"| '''Jump'''
|colspan="9" align="center"| '''Jump'''
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|align="center"| H
|align="center"| H
|colspan="3" | [[image:Billy98_jA.png|center]]
|colspan="3" | [[image:Billy98_jA.png|center]]
|
|air-to-air move.
|-
|-
! [[image:snkb.gif]]
! [[image:snkb.gif]]
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|colspan="3" | [[image:Billy98_jD.png|center]]
|colspan="3" | [[image:Billy98_jD.png|center]]
|align="left"|
|align="left"|
Cross-up. Good jump-in.
|-
|-
! [[image:snkc.gif]]+[[image:snkd.gif]]
! [[image:snkc.gif]]+[[image:snkd.gif]]
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|align="center"| HL
|align="center"| HL
|colspan="3"| [[image:Billy98_jCD.png|center]]
|colspan="3"| [[image:Billy98_jCD.png|center]]
|
|Good jump-in.
|-
|-
|colspan="9" align="center"| '''Neutral Jump'''
|colspan="9" align="center"| '''Neutral Jump'''
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|
|
|}
|}
==Special Moves==
==Special Moves==
Senpuu Kon Tap A rapidly -
Senpuu Kon Tap A rapidly -

Revision as of 23:41, 7 May 2018

Introduction

Winners Dont Use Drugs.png

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Billy98 colorA.png Billy98 colorB.png Billy98 colorC.png Billy98 colorD.png

Gameplay Overview

Billy Kane its a poking and rushdown character focused on low rush and high zoning tactics.

In-depth Analysis

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 6/4/8 0/-2 C HL
Billy98 clA.png

vs short-hop. Cancelable

Snkb.gif 5/3/7 +2/0 C L
Billy98 clB.png

Low and cancelable. Used after a cr.B to combo.

Snkc.gif 5/9/19 -8/-10 C HL
Billy98 clC.png

Meaty Attack (very useful after D Throw on corner). Cancelable.

Snkd.gif 5/10/19 -9/-11 C HL
Billy98 clD.png
Meaty Attack (very useful after D Throw on corner). Cancelable.
Standing Far
Snka.gif 8/6/10 -4/-6 C HL
Billy98 stA.png
close poke
Snkb.gif 9/3/13 -4/-6 - HL
Billy98 stB.png
close poke
Snkc.gif 11/13/24 -17/-19 - HL
Billy98 stC.png

long range poke

Snkd.gif 12/4+4/16 -5/-7 -/- HL/HL
Billy98 stD1.png
Billy98 stD2.png
Billy98 stD3.png
Used vs high jump. must be well used cause punishable easily.
Snkc.gif+Snkd.gif 15/2/31 KD/-12 S HL
Billy98 stCD.png

Good priority move.

Crouching
Snka.gif 7/5/9 -2/-4 - HL
Billy98 crA.png
long range poke. Not cancelable.
Snkb.gif 3/3/7 +2/0 - L
Billy98 crB.png
Main combo starter (to cl.B or cr.C). Can do "footsie" with this move.
Snkc.gif 2/3/31 -14/-16 C HL
Billy98 crC.png

anti-air move. Good priority. Cancelable on first hit.

Snkd.gif 8/4(11)3+3/25 KD/-13 -/- L/L
Billy98 crD1.png
Billy98 crD2.png
Billy98 crD3.png
Billy's sweep. Can be punishable if the opponent does a forward Guard Cancel Roll thus must be well used.
Jump
Snka.gif 4/9/- -/- - H
Billy98 jA.png
air-to-air move.
Snkb.gif 4/9/- -/- - H
Billy98 jB.png
Snkc.gif 6/7/- -/- - H
Billy98 jC.png
Snkd.gif 9/7/- -/- - H
Billy98 jD.png

Cross-up. Good jump-in.

Snkc.gif+Snkd.gif 17/4/- KD/- - HL
Billy98 jCD.png
Good jump-in.
Neutral Jump
Snka.gif 4/9/- -/- - H
Billy98 njA.png
Snkb.gif 4/9/- -/- - H
Billy98 njB.png
Snkc.gif 7/2+4/- -/- - H
Billy98 njC1.png
Billy98 njC2.png
Snkd.gif 9/7/- -/- - H
Billy98 njD.png
Command Normals
f+Snka.gif 7/2(11)2/17 +1/-1 -/- HL/HL
Billy98 fA1.png
Billy98 fA2.png
f+Snkb.gif 20/12/17 -9/-11 - HL
Billy98 fB.png

Special Moves

Senpuu Kon Tap A rapidly -

Shuuten Renpa Kon ap C rapidly -

Sansetsu Kon: Chuudan Uchi hcf + P -

Kaen Sansetsu Kon: Chuudan Tsuki qcf + P from Sansetsu Kon Chuudan Uchi -

Kyoushuu Hishou Kon f,d,df + K, move b / f -

Sen'en Sakkon f,d,df + P -

Karyuu Tsuigeki Kon qcb + B - Reverse high moves

Suiryuu Tsuigeki Kon qcb + D - Reverse low moves

Super Moves

Chou Kaen Senpuu Kon qcf,hcb + P

Dai Senpuu qcf,qcf + P

Combos