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==Short Movelist== | |||
* f + A | |||
* f + B | |||
* hcf + P | |||
** qcf + P | |||
* qcb + P | |||
* Mash A | |||
* dp + K (Use b / f to change trajectory while falling.) | |||
* qcb + B (Counter: air normals + non-low specials.) | |||
* qcb + D (Counter: ground normals + low specials.) | |||
* DM qcf hcb + P | |||
* DM qcf qcf + P | |||
* SDM qcf qcf + AC | |||
* HSDM qcb hcf + BD (Counter: any. Throw on trigger.) | |||
==Notes== | |||
===Cancellable moves=== | |||
* Close: A, B, C, D | |||
* Far: A | |||
* Crouch: B, C | |||
* CD is cancellable into specials and DMs | |||
===Super cancellable moves=== | |||
* qcb + D (1; If triggered.) | |||
===Free cancellable into moves=== | |||
* '''hcf + P''' | |||
* qcb + P | |||
* dp + K | |||
* qcb + B | |||
* qcb + D | |||
=== Free cancellable out-of moves=== | |||
* '''hcf + P''' | |||
* '''hcf + P > qcf + P''' | |||
* mash A | |||
* qcb + B (If triggered.) | |||
* qcb + D (If triggered.) | |||
===Moves with Invincibility=== | |||
?? | |||
=== Moves with autoguard=== | |||
(none) | |||
===Other Notes=== | |||
* Crouch D hits low twice and knockdown on both hits, but the second will never combo with the first (not even on a counterhit). | |||
* C throw is mashable. | |||
==Combos== | ==Combos== | ||
=== | ===Basic Combos=== | ||
* cr.C > | * cr.C > | ||
** dp + D, ( | ** dp + D, (Very close.) [27.7%] | ||
*** DM qcf hcb + A { | *** DM qcf hcb + A [70.3%] (Very close to corner) {1 Stock} | ||
*** j.C | *** DM qcf qcf + A (Close to corner. Only vs Yamazaki. Only 1st hit will connect.) {1 Stock} | ||
** dp + B, | *** j.C [36.9%] | ||
*** j.C | ** dp + B, (Very close.) [25.8%] | ||
** DM qcf qcf + A {1 Stock} | *** j.C [35.7%] | ||
** hcf + A > qcf + P | ** DM qcf qcf + A [39.3% or 35.5% if not very close and 1st hit miss] {1 Stock} | ||
** f + A | ** hcf + A > qcf + P [27.3%] | ||
** f + A [22.1%] | |||
Line 458: | Line 531: | ||
* Counterhit & opponent in the air: cr.C > qcb + A {24%} | * Counterhit & opponent in the air: cr.C > qcb + A {24%} | ||
* qcb + D (1) >> DM qcf qcf + A (Close.) | |||
===Max Mode=== | ===Max Mode=== | ||
* Already in Max Mode: A | * Already in Max Mode: Mash A (2) >> | ||
** hcf + A >> dp + D, | ** hcf + A >> dp + D, | ||
*** DM qcf hcb + A (Corner) {70%} {+0 Stock} | *** DM qcf hcb + A (Corner) {70%} {+0 Stock} | ||
Line 486: | Line 562: | ||
* cr.B, cr.C > f + A | * cr.B, cr.C > f + A | ||
==Strategies== | ==Strategies== |
Latest revision as of 01:13, 24 July 2020
General Info
Crouch height: Low
Jump: 4/37/1
Hop: 4/27/1
Dash: 3/10~∞/3
Backdash: 3/18/3
Wakeup: 31 frames
Recovery roll: 25 frames
Stand | Crouch | Jump | Grab | Run |
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Colors
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Movelist
Short Movelist
- f + A
- f + B
- hcf + P
- qcf + P
- qcb + P
- Mash A
- dp + K (Use b / f to change trajectory while falling.)
- qcb + B (Counter: air normals + non-low specials.)
- qcb + D (Counter: ground normals + low specials.)
- DM qcf hcb + P
- DM qcf qcf + P
- SDM qcf qcf + AC
- HSDM qcb hcf + BD (Counter: any. Throw on trigger.)
Notes
Cancellable moves
- Close: A, B, C, D
- Far: A
- Crouch: B, C
- CD is cancellable into specials and DMs
Super cancellable moves
- qcb + D (1; If triggered.)
Free cancellable into moves
- hcf + P
- qcb + P
- dp + K
- qcb + B
- qcb + D
Free cancellable out-of moves
- hcf + P
- hcf + P > qcf + P
- mash A
- qcb + B (If triggered.)
- qcb + D (If triggered.)
Moves with Invincibility
??
Moves with autoguard
(none)
Other Notes
- Crouch D hits low twice and knockdown on both hits, but the second will never combo with the first (not even on a counterhit).
- C throw is mashable.
Combos
Basic Combos
- cr.C >
- dp + D, (Very close.) [27.7%]
- DM qcf hcb + A [70.3%] (Very close to corner) {1 Stock}
- DM qcf qcf + A (Close to corner. Only vs Yamazaki. Only 1st hit will connect.) {1 Stock}
- j.C [36.9%]
- dp + B, (Very close.) [25.8%]
- j.C [35.7%]
- DM qcf qcf + A [39.3% or 35.5% if not very close and 1st hit miss] {1 Stock}
- hcf + A > qcf + P [27.3%]
- f + A [22.1%]
- dp + D, (Very close.) [27.7%]
- cr.B x 1-3 >
- dp + B,
- j.C
- DM qcf qcf + A
- f + A
- dp + B,
- Corner: cr.C > f + A, cr.C > ... {+20%}
- Counterhit & opponent in the air: cr.C > qcb + A {24%}
- qcb + D (1) >> DM qcf qcf + A (Close.)
Max Mode
- Already in Max Mode: Mash A (2) >>
- hcf + A >> dp + D,
- DM qcf hcb + A (Corner) {70%} {+0 Stock}
- j.C
- hcf + A >> dp + D,
- cr.C >> BC, run, cr.C > {2 Stocks}
- hcf + A >> dp + D,
- DM qcf hcb + A (Corner) {80%} {+0 Stocks}
- j.C
- SDM qcf qcf + AC {+1 Stock}
- DM qcf qcf + A {+0 Stocks}
- hcf + A >> dp + D,
Attack Strings
- cl.C / (cr.B x 3) > f + A
- Corner: cl.C > f + A, cr.C > f + A
- CD > hcf + A > qcf + A
- cr.B, cr.C > f + A
Strategies
Palo palo palo palo bonito palo...*Chayanne tune*
Billy Kane its one of the ABC Trinity and its focused on poking and low rushing, f + A its an excellent command move...at corner a dp + D with a juggling DM qcf hcb + P finisher its your main 1 stock strategy.
Unfortunately he can be overheaded easily due that his anti air options are risky, his Counter Special (qcb + K) don't have good range and his Dragon Kicks (dp + K) can be punsihed easily, Crouching C its your only good option.