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===Move Properties=== | ===Move Properties=== | ||
* | * Cancellable normals are: | ||
*CD is cancellable into specials and DMs | ** Close: A, B, C, D | ||
*free cancellable into moves are hcf+P | ** Far: A | ||
*free cancellable out-of moves are hcf+P qcf+P on both hits | ** Crouch: B, C | ||
*Crouch D hits low twice | |||
* CD is cancellable into specials and DMs | |||
* free cancellable into moves are: | |||
* hcf+P | |||
* qcb+P | |||
* dp+K | |||
* qcb+K | |||
*free cancellable out-of moves are: | |||
* hcf+P qcf+P on both hits | |||
* mash P | |||
* qcb+D | |||
* Crouch D hits low twice and knockdown on both hits, but the second will never combo with the first (not even on a counterhit). | |||
*qcb+D counter is supercancellable on the first hit | *qcb+D counter is supercancellable on the first hit | ||
Revision as of 16:23, 5 February 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
Combos
Anywhere
- cr.C >
- f + A {20%}
- hcf + A > qcf + P {25%}
- dp + B, j.C {33%}
- DM qcf qcf + A
- cr.B x 1-3 >
- f + A
- dp + B, j.C
- DM qcf qcf + A (Max 2 cr.B)
Corner
- cr.C > dp + D, DM qcf hcb + A {65%}
- cr.C > f + A, cr.C > ... {+20%}
Maxmode
- cr.C >> BC, run, cr.C >
- SDM qcf qcf + AC
- hcf + A >> dp + D,
- DM qcf hcb + A (Corner) {80%}
- j.C
- Already in Max Mode: A repeatedly (2) >>
- hcf + A >> dp + D,
- DM qcf hcb + A (Corner) {70%}
- j.C
- hcf + A >> dp + D,
Counterhit
1. Crouch C(counterhit), qcb+A - 24%
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
Move Properties
- Cancellable normals are:
- Close: A, B, C, D
- Far: A
- Crouch: B, C
- CD is cancellable into specials and DMs
- free cancellable into moves are:
- hcf+P
- qcb+P
- dp+K
- qcb+K
- free cancellable out-of moves are:
- hcf+P qcf+P on both hits
- mash P
- qcb+D
- Crouch D hits low twice and knockdown on both hits, but the second will never combo with the first (not even on a counterhit).
- qcb+D counter is supercancellable on the first hit
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 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 don't have good range and his Dragon Kicks can be punsihed easily,Crouching C its your only good option.