mNo edit summary |
No edit summary |
||
(50 intermediate revisions by 6 users not shown) | |||
Line 17: | Line 17: | ||
==Gameplay Overview== | ==Gameplay Overview== | ||
Billy Kane its a poking and rushdown character focused on low rush and high zoning tactics. | Billy Kane its a poking and rushdown character focused on low rush and high zoning tactics. | ||
Low-tier character. | |||
==In-depth Analysis== | ==In-depth Analysis== | ||
===[[ | ===[[The King of Fighters 2002/Normals Guide|Movelist]]=== | ||
{|border="1" | {|border="1" | ||
!width="6%"| | !width="6%"| | ||
Line 38: | Line 40: | ||
|colspan="3" | [[image:Billy98_clA.png|center]] | |colspan="3" | [[image:Billy98_clA.png|center]] | ||
|align="left"| | |align="left"| | ||
vs short-hop. Cancelable | |||
|- | |- | ||
! [[image:snkb.gif]] | ! [[image:snkb.gif]] | ||
Line 47: | Line 49: | ||
|colspan="3" | [[image:Billy98_clB.png|center]] | |colspan="3" | [[image:Billy98_clB.png|center]] | ||
|align="left"| | |align="left"| | ||
Low and cancelable. Used after a cr.B to combo. | |||
|- | |- | ||
! [[image:snkc.gif]] | ! [[image:snkc.gif]] | ||
Line 56: | Line 58: | ||
|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]] | ||
Line 63: | Line 66: | ||
|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''' | ||
Line 73: | Line 76: | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="3" | [[image:Billy98_stA.png|center]] | |colspan="3" | [[image:Billy98_stA.png|center]] | ||
|align="left"| | |align="left"|close poke | ||
|- | |- | ||
! [[image:snkb.gif]] | ! [[image:snkb.gif]] | ||
Line 81: | Line 84: | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="3" | [[image:Billy98_stB.png|center]] | |colspan="3" | [[image:Billy98_stB.png|center]] | ||
| | |close poke | ||
|- | |- | ||
! [[image:snkc.gif]] | ! [[image:snkc.gif]] | ||
Line 90: | Line 93: | ||
|colspan="3" | [[image:Billy98_stC.png|center]] | |colspan="3" | [[image:Billy98_stC.png|center]] | ||
|align="left"| | |align="left"| | ||
long range poke. Good as meaty. | |||
|- | |- | ||
! [[image:snkd.gif]] | ! [[image:snkd.gif]] | ||
Line 99: | Line 103: | ||
|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]] | ||
Line 108: | Line 112: | ||
|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''' | ||
Line 117: | Line 122: | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="3" | [[image:Billy98_crA.png|center]] | |colspan="3" | [[image:Billy98_crA.png|center]] | ||
|align="left"| | |align="left"|long range poke. Not cancelable. | ||
|- | |- | ||
! [[image:snkb.gif]] | ! [[image:snkb.gif]] | ||
Line 125: | Line 130: | ||
|align="center"| L | |align="center"| L | ||
|colspan="3" | [[image:Billy98_crB.png|center]] | |colspan="3" | [[image:Billy98_crB.png|center]] | ||
| | |Main combo starter (to cl.B or cr.C). Can do "footsie" with this move. | ||
|- | |- | ||
! [[image:snkc.gif]] | ! [[image:snkc.gif]] | ||
Line 134: | Line 139: | ||
|colspan="3" | [[image:Billy98_crC.png|center]] | |colspan="3" | [[image:Billy98_crC.png|center]] | ||
|align="left"| | |align="left"| | ||
anti-air move. Good priority. Cancelable. | |||
|- | |- | ||
! [[image:snkd.gif]] | ! [[image:snkd.gif]] | ||
Line 143: | Line 149: | ||
|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''' | ||
Line 153: | Line 159: | ||
|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]] | ||
Line 169: | Line 175: | ||
|align="center"| H | |align="center"| H | ||
|colspan="3" | [[image:Billy98_jC.png|center]] | |colspan="3" | [[image:Billy98_jC.png|center]] | ||
| | |air-to-ground move. | ||
|- | |- | ||
! [[image:snkd.gif]] | ! [[image:snkd.gif]] | ||
Line 178: | Line 184: | ||
|colspan="3" | [[image:Billy98_jD.png|center]] | |colspan="3" | [[image:Billy98_jD.png|center]] | ||
|align="left"| | |align="left"| | ||
Cross-up. air-to-ground move. | |||
|- | |- | ||
! [[image:snkc.gif]]+[[image:snkd.gif]] | ! [[image:snkc.gif]]+[[image:snkd.gif]] | ||
Line 185: | Line 192: | ||
|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''' | ||
Line 195: | Line 202: | ||
|align="center"| H | |align="center"| H | ||
|colspan="3" | [[image:Billy98_njA.png|center]] | |colspan="3" | [[image:Billy98_njA.png|center]] | ||
| | |Good vs early anti-air. | ||
|- | |- | ||
! [[image:snkb.gif]] | ! [[image:snkb.gif]] | ||
Line 203: | Line 210: | ||
|align="center"| H | |align="center"| H | ||
|colspan="3" | [[image:Billy98_njB.png|center]] | |colspan="3" | [[image:Billy98_njB.png|center]] | ||
|align="left"| | |align="left"|Instant overhead. | ||
|- | |- | ||
! [[image:snkc.gif]] | ! [[image:snkc.gif]] | ||
Line 212: | Line 219: | ||
|valign="bottom" style="border-right:0px;"| [[image:Billy98_njC1.png|center]] | |valign="bottom" style="border-right:0px;"| [[image:Billy98_njC1.png|center]] | ||
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Billy98_njC2.png|center]] | |colspan="2" valign="bottom" style="border-left:0px;"| [[image:Billy98_njC2.png|center]] | ||
| | |Instant overhead. | ||
|- | |- | ||
! [[image:snkd.gif]] | ! [[image:snkd.gif]] | ||
Line 224: | Line 231: | ||
|colspan="9" align="center"| '''Command Normals''' | |colspan="9" align="center"| '''Command Normals''' | ||
|- | |- | ||
! f+[[image:snka.gif]] | ! f + [[image:snka.gif]] | ||
|align="center"| 7/2(11)2/17 | |align="center"| 7/2(11)2/17 | ||
|align="center"| +1/-1 | |align="center"| +1/-1 | ||
Line 231: | Line 238: | ||
|valign="bottom" style="border-right:0px;"| [[image:Billy98_fA1.png|center]] | |valign="bottom" style="border-right:0px;"| [[image:Billy98_fA1.png|center]] | ||
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Billy98_fA2.png|center]] | |colspan="2" valign="bottom" style="border-left:0px;"| [[image:Billy98_fA2.png|center]] | ||
|align="left"| | |align="left"|One of best moves of Billy. Good to rushdown. | ||
|- | |- | ||
! f+[[image:snkb.gif]] | ! f + [[image:snkb.gif]] | ||
|align="center"| 20/12/17 | |align="center"| 20/12/17 | ||
|align="center"| -9/-11 | |align="center"| -9/-11 | ||
Line 239: | Line 246: | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="3" | [[image:Billy98_fB.png|center]] | |colspan="3" | [[image:Billy98_fB.png|center]] | ||
| | |Don't use this move... | ||
|} | |} | ||
==Special Moves== | ==Special Moves== | ||
* Senpuu Kon - A rapidly - This is a classic move that is best used when you corner you foe. The blocking damage isn't something to gloat about, but if it hits, then you'll enjoy the opponent's suffering ! | |||
* Shuuten Renpa Kon - C rapidly - Sickening move to be trapped in. I piss almost everyone I play against with this move. It's cool to jump in and combo something and ending with this move, but doesn't do much damage. Try it when you can! | |||
* San Setsu Kon Chu Dan Uchi - hcf + P - Billy throws his cane out and it splits into 3 segment. It's rather fast on the A version, which is good to keep people away and recover fast. The C version is quite a bane since you will not make a good recover if it does not connect. Use the A often, leave the C to really open chances. | |||
** Kaen San Setsu Kon Chu Dan Tsuki - qcf + P from Sansetsu Kon Chu dan Uchi - Add this command to blow your opponent up for extra damage. | |||
* Kyou Shuu Hishou Kon - dp + K, move b / f - You'll fly high and smash your opponent with your weight. The B version launches fast and hammers for lower damage. It's basically quite close range, the D version reaches out slightly further. Can be quite preditable so beware when using the move. | |||
* Senen Satsu Kon - dp + P - The move used to be a super attack, but it's now just an uppercut. Billy rises to the air and spins the cane as well. You'll seldom use this move, as it very often leave you open if done at the WRONG time. | |||
* Ka Ryuu Tsuigeki Kon - qcb + B - Reverse high moves | |||
* Sui Ryuu Tsuigeki Kon - qcb + D - Reverse low moves | |||
==Super Moves== | ==Super Moves== | ||
Dai Senpuu | |||
* Chou Kaen Senpuu Kon - qcf hcb + P | |||
* Dai Senpuu - qcf qcf + P | |||
== Fastest Attacks == | |||
* 0F: C throw; D throw | |||
* 1F: - | |||
* 2F: '''cr.C''' | |||
* 3F: cr.B | |||
* 4F: - | |||
* 5F: '''cl.B'''; '''cl.C'''; '''cl.D''' | |||
* 6F: '''cl.A''' | |||
* 7F: cr.A; f + A | |||
* 8F: '''st.A'''; cr.D | |||
* 9F: st.B | |||
* 10F: - | |||
==Combos== | ==Combos== | ||
* Best jump-ins: | |||
** j.D (Can crossup.) | |||
** j.B | |||
* cr.B, cl.B / cl.A > | |||
** DM qcf qcf + A | |||
** C Senen Satsu Kon (dp + C) | |||
** f + A | |||
** Senen Satsu Kon (dp + A) | |||
* Point blank: cl.A / cl.B > | |||
** (S)DM qcf hcb + P | |||
** (S)DM qcf qcf + A | |||
** C Senen Satsu Kon (dp + C) | |||
** f + A | |||
** A Senen Satsu Kon (dp + A) | |||
* st.A > f + A | |||
* cr.B, cr.C > | |||
** (S)DM qcf qcf + P | |||
** San Setsu Kon Chu Dan Uchi (hcf + A > qcf + P) | |||
** f + A | |||
** Senen Satsu Kon (dp + A) | |||
* cr.C / cl.C / cl.D > | |||
** (S)DM qcf qcf + P | |||
** dp + B, [junggler] (Out of MAX and, point blank or corner.) | |||
** San Setsu Kon Chu Dan Uchi (hcf + A > qcf + P) | |||
** C Senen Satsu Kon (dp + C) (Point blank.) | |||
** f + A | |||
** A Senen Satsu Kon (dp + A) | |||
* Out of MAX: ... dp + B, | |||
** DM qcf hcb + P (Corner.) | |||
** DM qcf qcf + P (Corner. The third hit will miss.) | |||
** j.C (Timming Required.) | |||
** st.C (Out of the corner. Timming Required.) | |||
** dp + A (Corner.) | |||
* Simple buffers | |||
** cr.B, cl.A / cl.B > DM qcf qcf + A | |||
*** cr.B, qcf + A/B > qcf + A (As cr.B is not cancelable, qcf + A/B will chain into a normal attack.) | |||
** cl.C / cl.D > (S)DM qcf qcf + P | |||
*** qcf + C/D > qcf + P | |||
About the qcf qcf + P: | |||
* First hit will miss if not to close. It will still combo from hard attacks, but will do less damage specially the DM version. | |||
{{StrategyCorner| | |||
* MAX: cl.C > {{hcf}} + A > {{qcf}} + P | |||
deals ??? than | |||
* cl.C > {{qcf}} {{qcf}} + P | |||
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM. | |||
}} | |||
== Links == | |||
{{Navbox-KOF98}} | |||
[[Category:The King of Fighters '98: The Slugfest]] | [[Category:The King of Fighters '98: The Slugfest]] | ||
[[Category:Billy Kane]] |
Latest revision as of 01:17, 1 February 2021
Introduction
Colors
![]() |
![]() |
![]() |
![]() |
---|---|---|---|
![]() |
![]() |
![]() |
![]() |
Gameplay Overview
Billy Kane its a poking and rushdown character focused on low rush and high zoning tactics.
Low-tier character.
In-depth Analysis
Movelist
Special Moves
- Senpuu Kon - A rapidly - This is a classic move that is best used when you corner you foe. The blocking damage isn't something to gloat about, but if it hits, then you'll enjoy the opponent's suffering !
- Shuuten Renpa Kon - C rapidly - Sickening move to be trapped in. I piss almost everyone I play against with this move. It's cool to jump in and combo something and ending with this move, but doesn't do much damage. Try it when you can!
- San Setsu Kon Chu Dan Uchi - hcf + P - Billy throws his cane out and it splits into 3 segment. It's rather fast on the A version, which is good to keep people away and recover fast. The C version is quite a bane since you will not make a good recover if it does not connect. Use the A often, leave the C to really open chances.
- Kaen San Setsu Kon Chu Dan Tsuki - qcf + P from Sansetsu Kon Chu dan Uchi - Add this command to blow your opponent up for extra damage.
- Kyou Shuu Hishou Kon - dp + K, move b / f - You'll fly high and smash your opponent with your weight. The B version launches fast and hammers for lower damage. It's basically quite close range, the D version reaches out slightly further. Can be quite preditable so beware when using the move.
- Senen Satsu Kon - dp + P - The move used to be a super attack, but it's now just an uppercut. Billy rises to the air and spins the cane as well. You'll seldom use this move, as it very often leave you open if done at the WRONG time.
- Ka Ryuu Tsuigeki Kon - qcb + B - Reverse high moves
- Sui Ryuu Tsuigeki Kon - qcb + D - Reverse low moves
Super Moves
- Chou Kaen Senpuu Kon - qcf hcb + P
- Dai Senpuu - qcf qcf + P
Fastest Attacks
- 0F: C throw; D throw
- 1F: -
- 2F: cr.C
- 3F: cr.B
- 4F: -
- 5F: cl.B; cl.C; cl.D
- 6F: cl.A
- 7F: cr.A; f + A
- 8F: st.A; cr.D
- 9F: st.B
- 10F: -
Combos
- Best jump-ins:
- j.D (Can crossup.)
- j.B
- cr.B, cl.B / cl.A >
- DM qcf qcf + A
- C Senen Satsu Kon (dp + C)
- f + A
- Senen Satsu Kon (dp + A)
- Point blank: cl.A / cl.B >
- (S)DM qcf hcb + P
- (S)DM qcf qcf + A
- C Senen Satsu Kon (dp + C)
- f + A
- A Senen Satsu Kon (dp + A)
- st.A > f + A
- cr.B, cr.C >
- (S)DM qcf qcf + P
- San Setsu Kon Chu Dan Uchi (hcf + A > qcf + P)
- f + A
- Senen Satsu Kon (dp + A)
- cr.C / cl.C / cl.D >
- (S)DM qcf qcf + P
- dp + B, [junggler] (Out of MAX and, point blank or corner.)
- San Setsu Kon Chu Dan Uchi (hcf + A > qcf + P)
- C Senen Satsu Kon (dp + C) (Point blank.)
- f + A
- A Senen Satsu Kon (dp + A)
- Out of MAX: ... dp + B,
- DM qcf hcb + P (Corner.)
- DM qcf qcf + P (Corner. The third hit will miss.)
- j.C (Timming Required.)
- st.C (Out of the corner. Timming Required.)
- dp + A (Corner.)
- Simple buffers
- cr.B, cl.A / cl.B > DM qcf qcf + A
- cr.B, qcf + A/B > qcf + A (As cr.B is not cancelable, qcf + A/B will chain into a normal attack.)
- cl.C / cl.D > (S)DM qcf qcf + P
- qcf + C/D > qcf + P
- cr.B, cl.A / cl.B > DM qcf qcf + A
About the qcf qcf + P:
- First hit will miss if not to close. It will still combo from hard attacks, but will do less damage specially the DM version.
Strategy Corner
- MAX: cl.C >
+ A >
+ P
deals ??? than
- cl.C >
+ P
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.