(→2A) |
m (→f5D) |
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<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=FFS_Billy_c5B.png | ||
|subtitle=Ushiro Kaiten Chuudan Uchi/後ろ回転中段打ち | |subtitle=Ushiro Kaiten Chuudan Uchi/後ろ回転中段打ち | ||
|caption= | |caption= | ||
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|description=*Not something you want to use often, but the animation can be deceiving as it hits twice and has more reach on the second hit, kind of like a Guile sweep. | |description=*Not something you want to use often, but the animation can be deceiving as it hits twice and has more reach on the second hit, kind of like a Guile sweep. | ||
<gallery class="mw-collapsible"> | <gallery class="mw-collapsible"> | ||
FFS Billy | FFS Billy c5B.png| | ||
FFS Billy f5D 1.png| | FFS Billy f5D 1.png| | ||
</gallery> | </gallery> |
Revision as of 17:45, 24 November 2024
Introduction
Pros | Cons |
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Move List
Standing/Walking | Crouching | Jumping | Taunting |
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Hurtbox does not shift when walking. | 52F duration. | Billy has slight invincibility when lifting and lowering his Kane. |
Close Standing Normals
c5A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
6 | 2 | Mid | 4 | 6 | 5 | 14 | +5 | +6 | Kara Cancel, Self Cancel | |
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c5B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
5 | 2 | Mid | 10 | 7 | 10 | 26 | -1 | 0 | Kara Cancel | |
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c5C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
16 | 4 | Mid | 5 | 10 | 12 | 26 | +2 | +1 | Kara Cancel | |
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c5D
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
12 | 4 | Mid | 11 | 11 | 16 | 37 | -3 | -4 | Kara Cancel | |
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Far Standing Normals
f5A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
6 | 2 | Mid | 4 | 6 | 5 | 14 | +5 | +6 | Kara Cancel, Self Cancel | |
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f4/5/6B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
5 | 2 | Mid | 23 | 7 | 10 | 39 | -1 | 0 | Kara Cancel | |
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f5C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
16x4 | 4x4 | Mid | 10 | 4x4 | 4 | 29 | +16 | +15 | Cancel | |
f5D
Crouching Normals
2A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
5 | 2 | Mid | 7 | 7 | 10 | 23 | -1 | 0 | Kara Cancel | |
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2B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
8 | 2 | Low | 6 | 7 | 8 | 20 | +1 | +2 | Kara Cancel | |
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2C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
12 | 4 | Mid | 7 | 8 | 22 | 36 | -6 | -7 | Kara Cancel | |
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2D
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
14 | 4 | Low | 7 | 10 | 22 | 38 | KD | -9 | / | |
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Jumping Normals
jA
jB
jC
jD
Universal Mechanics
Lane Blast
Lane Attack
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
A | 20 | 2 | Overhead | 13 | 17 | 4 | 33 | - | - | / | |
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B | 20 | 2 | Overhead | 9 | 21 | 4 | 33 | - | - | / | |
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C | 20 | 4 | Overhead | 13 | 36 | 4 | 52 | - | - | / | |
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D | 20 | 4 | Overhead | 9 | 40 | 4 | 52 | - | - | / | |
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Dodge Attack
Throws
C Throw
D Throw
Special Moves
Senpuu Kon (Mash P)
Considered a projectile.
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|---|
A | 13 (4xN) | 3 | Mid | 4 | 5 (5) 5 (5) 5 (5) 1 ... | 6 | 40 | KD | +14 | Upper-Body Invuln 1-3F, 35-40F |
C | 19 (5xN) | 6 | Mid | 4 | 3 (3) 3 (3) 3 (3) 3 (3) 3 (3) 1 | 10 | 44 | KD | -4 | Upper-Body Invuln 1-3F, 35-44F |
Sansetsu Kon ([4]6P)
Considered a projectile.
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
A | 16 (4) | 3 | Mid | 19 | 7 | 21 | 46 | -7 | -10 | Throw Invuln 2-46F | |
C | 22 (6) | 6 | Mid | 23 | 9 | 22 | 53 | -3 | -10 | Throw Invuln 2-54F. | |
Suzume Otoshi ([1]9P)
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
A | 16 (4) | 3 | Mid | 14 | 11 | 35 | 59 | KD | - | Throw Invuln 2-59F | |
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C | 22 (6) | 6 | Mid | 19 | 16 | 40 | 74 | KD | - | Throw Invuln 2-74F | |
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Kyoushuu Hishou Kon (1236K)
Billy jumps above the screen and attacks on the way back down. By default Billy will track the opponent's position when coming down, but inputting left and right and slightly influence where he lands. Has a projectile hitbox at certain heights in the fall.
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|---|
B | 18 (5) | 3 | Mid | 72 | 13 | 8 | 92 | KD | - | Invuln 1-27F, Throw Invuln 28-92F |
D | 18 (5) | 6 | Mid | 96 | 13 | 8 | 116 | KD | - | Invuln 1-31F, Throw Invuln 32-116F |
Desperation Move
Chou Kaen Senpuu Kon (23632147AC)
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
38 (9x2) | 4 | Mid | 5 | 56 | 19 | 79 | KD | -2 | Upper-Body Invuln 1-4F, 72-79F | |
Billy spins his stick around creating a ring of fire, then throws the ring forward as a projectile. The ring gets sent out on the 41st frame and is considered a separate projectile, so Billy can nulify an incoming fireball while sending one of his own. Can be comboed into, can anti-air, and is difficult to punish.
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Combos
- c5A x N, f5A x N
- 2C > [4]6A
- c5C > [4]6A or 23632147AC
- 2B > 23632147AC
- (Corner) f5C > c5C > [4]6A