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* qcb + B (Counter: air normals + non-low specials.) | * qcb + B (Counter: air normals + non-low specials.) | ||
* qcb + D (Counter: ground normals + low specials | * qcb + D (Counter: ground normals + low specials.) | ||
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==Notes== | ==Notes== | ||
===Cancellable moves=== | |||
* Close: A, B, C, D | |||
* Far: A | |||
* Crouch: B, C | |||
* CD is cancellable into specials and DMs | * 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 + K | |||
=== Free cancellable out-of moves=== | |||
* hcf + P | |||
* hcf + P > qcf + P | |||
* mash P | |||
* 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). | * Crouch D hits low twice and knockdown on both hits, but the second will never combo with the first (not even on a counterhit). | ||
Revision as of 08:33, 23 March 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 + K
Free cancellable out-of moves
- hcf + P
- hcf + P > qcf + P
- mash P
- 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.) [28%]
- DM qcf hcb + A [67%] (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 [37%]
- dp + B, (Very close.) [26%]
- j.C [35%]
- DM qcf qcf + A [40% or 33% if not very close and 1st hit miss] {1 Stock}
- hcf + A > qcf + P [27%]
- f + A [22%]
- dp + D, (Very close.) [28%]
- 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%}
Max Mode
- Already in Max Mode: A repeatedly (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.