Mega Knockdown/Big Billy

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MKD Billy Idle Abstract1.png
Big Billy
Playstyle: Grappler
HP: 16
Unique Traits:
  • Ground attacks hit harder, and are armored.
  • Slower ground attacks.
  • Shorter jump distance.

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 block a lot 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 understand him after he brings home the trophy...

Pros and Cons

Strengths Weaknesses
  • Terrifying command grab dominates point blank range.
  • High attack damage.
  • Above average HP.
  • Poor mobility.
  • Slow attack speed.
  • Can be zoned out easily.

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 10 Combo A 1 - Armor

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 Unsafe (close) -> -20 (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.

Combo B 2 - - - - - - - -

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

C
[4C/5C/6C]
MKD Universal C.png
Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
3.5 50 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. 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.

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 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. Decent amount of chip as well.

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

Stand still and throw. Opens up a blocking opponent. This type of throw also beats attacks, as it is effectively "0 frames." Hence it is a universal reversal option, but only at point blank range.

Forward Throw (6T) 3 - 1/0 Unblockable - KD 0 - -

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 0 - -

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 two spaces 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 Nick 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.

Colors

Greenscreen
P1 Abstract
P2 Abstract


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