Mega Knockdown/Big Billy: Difference between revisions
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|'''HP''': | |'''HP''': | ||
| | |1600 | ||
|- | |- | ||
|'''Unique Traits:''' | |'''Unique Traits:''' | ||
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*'''Scary Oki/Pressure''' - Billy gets more advantage than usual on block and wakeup, and he can keep the corner better than others. If he does get a knockdown, he can take the opponent for a ride. | *'''Scary Oki/Pressure''' - Billy gets more advantage than usual on block and wakeup, and he can keep the corner better than others. If he does get a knockdown, he can take the opponent for a ride. | ||
|cons= | |cons= | ||
*''' | *'''Slow Normals''' - Billy's normals may have armor, but they're slower to compensate. This can be annoying both on offense and defense alike, and he also lacks a 10f normal. | ||
*'''Bad At Approaching''' - Billy has a | *'''Bad At Approaching''' - Billy has a difficult time getting in due to his slow normals, so he has to walk forward block and jump more than everyone else in the cast. | ||
}} | }} | ||
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|chip= | |chip= | ||
|attributes=Armor | |attributes=Armor | ||
|description=Extremely plus to compensate for its slow speed. Slow for a jab, but the ensuing combo can chew up a chunk of the opponents' life bar on hit. On trade, armor lets you ignore pushback/KD and finish your combo. Sometimes you have to use this as abare, but it's not good at that. Hard to use to take your turn back when the opponent's minus, since it's so slow. Prone to trading, which is | |description=Extremely plus to compensate for its slow speed. Slow for a jab, but the ensuing combo can chew up a chunk of the opponents' life bar on hit. On trade, armor lets you ignore pushback/KD and finish your combo. Sometimes you have to use this as abare, but it's not good at that. Hard to use to take your turn back when the opponent's minus, since it's so slow. Prone to trading, which is a good thing for Billy since it triggers armor. | ||
}} | }} | ||
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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. 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. Prone to trading, which is | |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. Prone to trading, which is a good thing for Billy since it triggers armor. | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
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|push=1 | |push=1 | ||
|chip= | |chip= | ||
|description=Dedicated air-to-air. Jump forward up to 1 space and punch a jumping opponent. Whiffs grounded opponents. | |description=Dedicated air-to-air. Jump forward up to 1 space and punch a jumping opponent. Whiffs grounded opponents. Easier to land than an air throw, but doesn't knock down. | ||
}} | }} | ||
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|version=Air Throw (8T) | |version=Air Throw (8T) | ||
|header=no | |header=no | ||
|damage= | |damage=500 | ||
|startup= | |startup= | ||
|range=0/1 | |range=0/1 | ||
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|push= | |push= | ||
|chip= | |chip= | ||
|description=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. | |description=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. You're going to be doing a lot of walk forward block as Billy. | ||
|attributes= | |attributes= | ||
}} | }} | ||
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|push=1 | |push=1 | ||
|chip= | |chip= | ||
|description=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. | |description=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. Make your opponent fear this move so they get hit by your other options, then make them fear your other options and hit them with it. | ||
|attributes= | |attributes= | ||
}} | }} |
Revision as of 20:12, 30 June 2023
Big Billy | |
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Playstyle: | Grappler |
HP: | 1600 |
Unique Traits: |
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Introduction
Big Billy is the game's grappler. While he lacks in speed, he has a devastating command throw and hard-hitting armored attacks. Billy is a character of high highs and low lows. In some games, you'll get 3 hard reads in a row, kill the opponent and feel like the best player to ever grace Mega Knockdown, while in other games, you'll want to tear your hair out trying unsucceffully to get in and mix-up the opponent. Billy has a hard time playing neutral against the rest of the cast, but he can work provided you have have some good hard reads. If don't mind taking risks to win and working harder than everyone else, Billy might just be the character for you.
Gameplan
Billy's goals are to get in close enough to threaten a Big Billy Buster, and to get knockdowns to set up dangerous oki scenarios. Because of his slow attack speed, he will likely need to be patient and make good use of blocking to get close enough to make things happen.
"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 |
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|
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Normal Moves
Billy A
[4A/5A/6A] |
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Billy B
[4B/5B/6B] |
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{{MoveData |image=MKD_Universal_C.png|thumb|thumb |caption= |name=Billy C |input=[4C/6C] |data=
! height="25px" |Damage
! Startup ! Ground/Air Range ! Guard ! Block Advantage ! On Hit ! Push ! Chip Damage ! Attributes |-
| height="25px"| 250 | 30 | 2/0 | Low | Unsafe | KD | - | - | Armor |- | colspan="13" style="text-align: left; vertical-align:top;" |
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. Prone to trading, which is a good thing for Billy since it triggers armor.
|-
j.A
[8A] |
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j.B
[8B] |
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j.C
[8C] |
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Universal Mechanics
Throw
[4T/6T/8T] |
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Block
[Any+BLK] |
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Special Moves
Shiko Slam
[5C] |
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Big Billy Buster
[5T] |
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Colors