Introduction
Colors
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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 Tap 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 ap C rapidly - Sickening move to be trapped in. I piss almost everyone I play against with this move. It's great to jump in and combo something and ending with this move. 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 f,d,df + 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 f,d,df + 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
Combos
- cr.B, cl.B >
- Senen Satsu Kon (dp + A)
- f + A
- st.A > f + A
- cr.B, cr.B, cr.A
- cr.B, cr.C >
- (S)DM qcf qcf + P
- San Setsu Kon Chu Dan Uchi (hcf + A > qcf + P)
- Senen Satsu Kon (dp + A)
- f + A
- j.B / j.C / j.D, cl.C / cr.C >
- (S)DM qcf qcf + P
- dp + B, [junggler] (Out of MAX and (point blank or corner))
- hcf + A > qcf + P
- dp + A
- f+A
- Out of MAX: ... dp + B,
- DM qcf hcb + P (corner)
- j.C
- dp + A (corner)
- st.C (out of the corner)
- Point blank: cl.A / cl.B > (S)DM qcf hcb + P
About the qcf qcf + P:
- Use qcf + C qcf + P to buffer
- First hit will miss if not to close. It will still combo but will do less damage speacially the DM version.