Mega Knockdown/Big Billy: Difference between revisions

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  |chip=
  |chip=
  |attributes=Armor
  |attributes=Armor
  |description=Very slow for a jab, but the ensuing combo can chew up about 1/3 of the opponent's life bar on hit. On trade, armor lets you ignore pushback/KD and finish your combo.
  |description=Extremely plus for some reason. Very slow for a jab, but the ensuing combo can chew up about 1/3 of the opponent's life bar on hit. On trade, armor lets you ignore pushback/KD and finish your combo.
  }}
  }}


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  {{AttackData-MKD
  {{AttackData-MKD
  |damage=3.5
  |damage=3.5
  |startup=40
  |startup=30
  |range=2/0
  |range=2/0
  |guard=Low
  |guard=Low
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  |push=
  |push=
|attributes=Armor
|attributes=Armor
  |description=Punishable unless done meaty, but can't be blocked while moving. This sweep is used to call out grounded "walk+block" approaches. Loses to jump-ins, forming a 2-part strategy with B normals. Super slow, but you can fish for a whiff punish with it and set up a dangerous situation on KD. Armor keeps you from being pushed back/KD'd if you trade with this.
  |description=Punishable unless done meaty, but can't be blocked while moving. This sweep is used to call out grounded "walk+block" approaches. Loses to jump-ins, forming a 2-part strategy with B normals. Slow, but you can fish for a whiff punish with it and set up a dangerous situation on KD. Armor keeps you from being pushed back/KD'd if you trade with this. Technically not slower than other sweeps, but you can't use it standing still.
  }}
  }}
}}
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Revision as of 19:46, 22 February 2023

MKD Billy Portrait2.png
Big Billy
Playstyle: Grappler
HP: 17
Unique Traits:
  • Ground attacks hit harder, and are armored.
  • Slower ground attacks.
  • Shorter jump distance.
  • Resistant to side switch effects on block.

Introduction

Big Billy is the game's grappler. While he lacks in speed, he has a devastating command throw and hard-hitting armored attacks.

Gameplan

Generally his goal is to get in close enough to threaten a Big Billy Buster. Because of his slow attack speed, he will likely need to be patient and make good use of blocking to get in.


"If I win the Mega Knockdown tournament, I will make anime real!"
Lore:Billy was raised to hate grapplers, but ever since he started reading the wrestling manga Bobo no Obo, he has been training hard to become one. Maybe his dad will finally understand him if he brings home the trophy...

Pros and Cons

Strengths Weaknesses
  • Billy Buster - The single scariest and strongest grab in the game, doing around 30% of the opponent's health bar.
  • Highest Damage In The Game - Provided Billy actually gets a hit, his damage is the highest in the game by far.
  • Highest Health In The Game - Billy has the highest health in the game, which allows him to tank more hits than anyone else.
  • Bad At Approaching - Billy has a really difficult time getting in due to his very slow normals, so he has to walk forward block and jump more than everyone else in the cast.
  • Very Slow Normals - Billy's normals, while they do inflict the highest damage in the game, they're also mostly the slowest by far, with usually little to no upside. The armor is essentially just a band-aid, because other characters would've gotten the hit without trading in the first place. Have you noticed a theme here?
  • Bad Defense - While Billy Buster is a very scary defensive option, it's also one of your only (good) defensive options. His slow normals make getting out of pressure and anti airing harder. Hm, I wonder what his main weakness is...
  • Hampered Offense - While Billy Buster is a really strong mixup tool, you can't always Billy Buster. You still have to use his ground normals for plus frames and baits. Them being as slow as they are means that even if the opponent is minus, they often can beat Billy's fastest normal. I don't know guys, maybe his normals aren't the best...

Normal Moves

Billy A
[4A/5A/6A]
MKD Universal A.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Normal 2.5 30 1/1 All 20 Combo A 1 - Armor

Extremely plus for some reason. Very slow for a jab, but the ensuing combo can chew up about 1/3 of the opponent's life bar on hit. On trade, armor lets you ignore pushback/KD and finish your combo.

Combo A 3 - - - - - 1 - -

Three-hit follow up combo. Automatically triggers on a clean A hit.

Billy B
[4B/5B/6B]
MKD Universal B.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Normal 2.5 40 2/2 All -20 (close) -> -10 (far) Combo B 1 - Armor

B is a powerful space control option that controls both the ground and the air. B normals are only unsafe at point blank range and cannot be whiff punished, so they have the least risk at range 2. Very slow, but can be an effective whiff punisher. On trade, armor lets you finish your combo. Billy's B is actually more plus on block than everyone else's, being -20 (point blank) at worst.

Combo B 2 - - - - - - - -

Two-hit follow up combo. Automatically triggers on a clean B hit.

Billy C
[4C/6C]
MKD Universal C.png
Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
3.5 30 2/0 Low Unsafe KD - - Armor

Punishable unless done meaty, but can't be blocked while moving. This sweep is used to call out grounded "walk+block" approaches. Loses to jump-ins, forming a 2-part strategy with B normals. Slow, but you can fish for a whiff punish with it and set up a dangerous situation on KD. Armor keeps you from being pushed back/KD'd if you trade with this. Technically not slower than other sweeps, but you can't use it standing still.

j.A
[8A]
MKD Universal jA.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Normal 2 30 0/1 All - Combo A 1 - -

Dedicated air-to-air. Jump forward up to 1 space and punch a jumping opponent. Whiffs grounded opponents. More damage and easier to land than an air throw, but doesn't knock down.

Combo A 3 - - - - - 1 - -

Three-hit follow up combo. Automatically triggers on a clean j.A hit.

j.B
[8B]
MKD Universal jB.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Normal 2 40 2/2 All 10~20 Combo B 1 - -

Reliable jump-in option. Jump forward up to one space and do a drop kick. Gains some ground and has a long reach, but will be interrupted by most ground attacks. On the other hand, as Billy this is one of your faster attacks. It's plus on block, and okay for challenging zoning, sweeps, or punishing throw attempts. +20 when used meaty.

Combo B 2 - - - - - - - -

Two-hit follow up combo. Automatically triggers on a clean j.B hit.

j.C
[8C]
MKD Universal jC.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Normal 3 50 2/0 All -10 KD, Side Switch (if close) - - -

Jump forward and do an inverted lariat that can KD on hit, and side switch on hit or block. Beats a lot of the same options that a j.B can, but it's even slower and won't hit most jumping attacks--except another j.C. A risky way to set up a close knockdown and threaten some command throw shenanigans.

Universal Mechanics

Throw
[4T/6T/8T]
MKD Throw.png
Forward Throw (6T) 3 - 1/0 Unblockable - KD - - -

Step forward and throw. Opens up a blocking opponent, but loses to attacks. Use this if you're confident they will block.

Back Throw (4T) 3 - 1/0 Unblockable - KD, Side Switch - - -

Stand still and throw an opponent behind you.' Opens up a blocking opponent, but loses to attacks. A risky way to switch sides.

Air Throw (8T) 4 - 0/1 - - KD 1 - -

Jump forward up to one space and attempt to throw an opponent. Can only connect if players started their jumps fairly close to one another (distance or ~3 squares or less). If it does connect, beats any air attack. Flashy hard read option to call out jumping. This is the only way Billy can KD a jumping opponent.

Block
[Any+BLK]
MKD Block.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Neutral Block (5BLK) - - - - - - - - -

Stand still and autoguard high or low, if attacked. A passive option that defends against everything but throws.

Walk and Block (4BLK/6BLK) - - - - - - - - -

Walk and then block high, if attacked. Lows will still hit you. Generally the safest way to gain ground and put yourself back into close range.

Backflip (8BLK) - - - - - - - - -

Quickly jump back up to 2 squares. Doesn't actually "block" anything, but evades most attacks. You probably shouldn't do this as Billy most of the time, since it will take you at least 2 turns to make up the ground you just lost.

Special Moves

Shiko Slam
[5C]
Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
3-4 40 2/0 [3/0 vs Late-Moving] Low 10~20 KD - 1.5 Armor

Explosive stomp move. It's plus, which makes it the only safe low in the game. Poor poke as it is very slow, but is a useful pressure tool against a cautious opponent. Deals a sizeable amount of chip. Can catch late-moving attacks more easily than his other buttons. Deals more damage point blank, since the foot connects. Decent oki option, and it can set up a frightening oki situation if it connects. +20 when used meaty.

Big Billy Buster
[5T]
MKD Billy Buster.png
Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
5 - 1/0 Unblockable - KD 1 - -

Billy's signature move. Launch the opponent into the stratosphere and then dunk them back down into the ground. Strong mixup or reversal tool, because on contact, this beats attacks, blocks and throws. The opponent's only options are to jump, walk out out range or just stay as far away as possible. Useful as a close range punish, too.


Colors

Greenscreen
P1 Abstract
P2 Abstract


General
FAQ
Controls
Mechanics
System
HUD
Game Modes
Characters
Paul
Billy
Lewis
Marv
Noel
Nick