Dream Cancel Forum
King of Fighters XIII => Character Discussion => Billy Kane => Topic started by: nilcam on December 14, 2011, 12:31:13 AM
-
http://dreamcancel.com/wiki/index.php?title=Billy_Kane_(XIII) (http://dreamcancel.com/wiki/index.php?title=Billy_Kane_(XIII))
Submissions, questions, comments and feedback should be posted here.
-
Basic Billy stuff:
Amazingly good pokes and footsie game. His jumping C is a very good poke and can counter if they're jumping in if you time it right though difficult to combo into unless you jump in and hit them close and deeply with C. Best thing he can do on wakeup or to AA any jump ins is his EX up kicks.
If you hit them with Toward B as they're jumping you can connect with regular up kicks (not EX for some reason).
Neomax can punish at full screen but it does so little damage it's not worth the meter. He can use Neomax on jumpers and if they're at midscreen distance the full Neomax should hit.
If you cancel CD into Staff Twirl (mash A or C) you're left relatively safe, good pressure tool.
The Staff Twirl is susceptible to jumping CD's, Sweeps, and character specific specials.
Bad matchups (possibly too early to tell): Billy has surprisingly few bad matchups. The only characters that can give him trouble are; King, Athena, and maybe Kensuo. He's a very solid all around character. Perfect to use on 1st or 2nd.
-
I made up a combo list for Billy which I think pretty much covers most of his practical combos...
Mid-Screen Combos -
(0 Meter + 0 DC)
- cr.B, cr.B, cr.B, cr.B, f+A = 175 dmg
- cr.B, f+A, cr.B, f+A = 198 dmg
- j.D/cr.B, cr.B, cr.B/s.B, dp+B, hcf+C, qcf+C = 273/235 dmg
(0 meter + 1 DC)
- j.D, s.C *2 hits*, hcf+C, qcf+C, DC, dp+B, qcb+A = 315 dmg
(1 meter + 0 DC)
- cr.B, f+A, cr.B, hcf+AC, qcf+C = 284 dmg
- j.D/cr.B, cr.B, cr.B/s.B, dp+B, hcf+AC, qcf+C = 329/291 dmg
- j.D/cr.B, cr.B, cr.B/s.B, dp+BD, hcf+C, qcf+C = 337/299 dmg
- j.D/cr.B, cr.B, cr.B/s.B, dp+BD, f+B, qcb+A = 337/299 dmg
(1 meter + 1 DC)
- j.D, s.C *2 hits*, hcf+C, qcf+C, DC, dp+BD, f+B, qcb+A = 412 dmg
(2 Meters + 0 DC)
- j.D/cr.B, cr.B, cr.B/s.B, dp+BD, hcf+AC, qcf+C = 388/350 dmg
(2 Meters + 1 DC)
- j.D/cr.B, cr.B, cr.B/s.B, dp+BD, f+B, qcb+A, DC, qcb+AC = 403/365 dmg
Corner Combos -
(0 Meter + 0 DC)
- j.D, s.C *2 hits*, dp+D, dp+B, hcf+C, qcf+C = 353 dmg
(0 meter + 1 DC)
- j.D, s.C *2 hits*, dp+D, dp+B, hcf+C, qcf+C, DC, dp+B, cr.C = 386 dmg
- j.D/cr.B, cr.B, cr.B/s.B, dp+B, hcf+C, qcf+C, DC, dp+B, cr.C = 364/326 dmg
(1 Meter + 0 DC)
- j.D, s.C *2 hits*, dp+D, dp+B, DM = 401 dmg
- j.D/cr.B, cr.B, cr.B/s.B, dp+BD, f+B, dp+B, hcf+C, qcf+C = 399/361 dmg
(1 Meter + 1 DC)
- j.D, s.C *2 hits*, dp+D, dp+B, hcf+C, qcf+C, DC, dp+BD, f+B, dp+B, hcf+C, qcf+C = 445 dmg
- j.D/cr.B, cr.B, cr.B/s.B, dp+B, hcf+C, qcf+C, DC, dp+BD, f+B, dp+B, hcf+C, qcf+C = 442/404 dmg
(2 Meters + 0 DC)
- j.D, s.C *2 hits*, dp+D, dp+B, EX DM = 481 dmg
- j.D/cr.B, cr.B, cr.B/s.B, dp+B, EX DM = 449/411 dmg
(2 Meters + 1 DC)
- j.D, s.C *2 hits*, dp+D, dp+B, hcf+C, qcf+C, DC, dp+BD, f+B, dp+B, DM = 543 dmg
- j.D/cr.B, cr.B, cr.B/s.B, dp+BD, f+B, dp+B, hcf+C, qcf+C, DC, dp+BD, f+B, dp+B, hcf+C, qcf+C = 501/463 dmg
HD Combos -
Mid Screen -
(2 Meters)
- j.D, cr.C, b+A, HD, s.C *1 hit*, b+A, hcf+C, DC, Neomax = 639 dmg
(4 Meters)
- j.D, cr.C, b+A, HD, s.C *1 hit*, b+A, EX DM, DC, Neomax = 865 dmg
Corner -
(0 Meter)
- j.D, cr.C, b+A, HD, s.C *1 hit*, b+A, hcf+C, qcf+C, DC, qcb+C, (hcf+C, DC, qcb+C) x 4, *slight delay* dp+B, hcf+C, qcf+C = 633 dmg
(1 Meter)
- j.D, cr.C, b+A, HD, s.C *1 hit*, b+A, hcf+C, qcf+C, DC, qcb+C, (hcf+C, DC, qcb+C) x 3, hcf+C, qcf+C, DC, dp+BD, f+B, dp+B, hcf+C, qcf+C = 679 dmg
(2 Meters)
- j.D, cr.C, b+A, HD, s.C *1 hit*, b+A, hcf+C, qcf+C, DC, qcb+C, (hcf+C, DC, qcb+C) x 3, hcf+C, qcf+C, DC, Neomax = 842 dmg
(3 Meters)
- j.D, cr.C, b+A, HD, s.C *1 hit*, b+A, hcf+C, qcf+C, DC, qcb+C, (hcf+C, DC, qcb+C) x 2, hcf+C, DC, DM, DC, Neomax = 888 dmg
(4 Meters)
- j.D, cr.C, b+A, HD, s.C *1 hit*, b+A, hcf+C, qcf+C, DC, qcb+C, qcb+A, DC, qcb+AC, hcf+C, DC, qcb+C, hcf+C, DC, DM, DC, Neomax = 922 dmg
(5 Meters)
- j.D, cr.C, b+A, HD, s.C *1 hit*, b+A, hcf+C, qcf+C, DC, qcb+C, qcb+A, DC, qcb+AC, hcf+C, DC, qcb+C, hcf+C, DC, EX DM, DC, Neomax = 1026 dmg
-
Billy is a combo machine... He has a LOT of situational combos... Most of them are actually practical... So here they are...
Mid-screen - (Standing Opponents Only)
(1 Meter + 1 DC)
j.D, cr.C, f+B, qcb+A, DC, dp+BD, f+B, qcb+A = 426 dmg
(1 Meter + 1 DC)
j.D, cr.C, f+B, qcb+A, DC, dp+BD, f+B, *cornered* dp+B, hcf+c, qcf+C = 481 dmg
(2 Meters + 1 DC)
j.D, cr.C, f+B, qcb+A, DC, dp+BD, f+B, *cornered* dp+B, DM = 548 dmg
(2 Meters + 1 DC)
j.D, cr.C, f+B, qcb+A, DC, dp+BD, f+B, *cornered* dp+B, EX DM = 640 dmg
Corner - (Crouching Opponents Only)
(0 Meter + 0 DC)
j.D, cr.C, f+A, cr.B, dp+B, hcf+C, qcf+C = 361 dmg
(0 Meter + 1 DC)
j.D, cr.C, f+A, cr.B, dp+B, hcf+C, qcf+C, DC, dp+B, cr.C = 433 dmg
(1 Meter + 0 DC)
j.D, cr.C, f+A, cr.B, dp+B, DM = 430 dmg
(1 Meter + 1 DC)
j.D, cr.C, f+A, cr.B, dp+B, hcf+C, qcf+C, DC, dp+BD, f+B, dp+B, hcf+C, qcf+C = 498 dmg
(2 Meters + 1 DC)
j.D, cr.C, f+A, cr.B, dp+B, hcf+C, DC, hcb+C, *slight delay* dp+B, EX DM = 609 dmg
(3 Meters + 1 DC)
j.D, cr.C, f+A, cr.B, dp+B, hcf+C, qcf+C, DC, dp+BD, f+B, dp+B, EX DM = 676 dmg
Counter Hit hop C+D
Mid-Screen -
(0 Meter + 0 DC)
- f+B, dp+B, hcf+C, qcf+C = 307 dmg
(1 Meter + 0 DC)
- f+B, dp+B, hcf+AC, qcf+C = 368 dmg
(1 Meter + 1 DC)
- f+B qcb+A, DC, dp+BD, f+B, qcb+A= 411 dmg
- f+B qcb+A, DC, dp+BD, f+B, *cornered* dp+B, hcf+C, qcf+C= 456 dmg
(2 Meters + 1 DC)
- f+B qcb+A, DC, dp+BD, f+B, hcf+AC, qcf+C= 466 dmg
- f+B qcb+A, DC, dp+BD, f+B, *cornered* dp+B, DM = 526 dmg
(3 Meters + 1 DC)
- f+B qcb+A, DC, dp+BD, f+B, *cornered* dp+B, EX DM = 604 dmg
Corner -
(0 Meter + 0 DC)
- f+B, dp+B, hcf+C, qcf+C = 307 dmg
(0 Meter + 1 DC)
- f+B, dp+B, hcf+C, qcf+C, DC, dp+B, cr.C = 407 dmg
(1 Meter + 0 DC)
- f+B, dp+B, hcf+AC, qcf+C = 368 dmg
(1 Meter + 1 DC)
- f+B, dp+B, hcf+C, qcf+C, DC, dp+BD, f+B, dp+B, hcf+C, qcf+C = 494 dmg
(2 Meters + 0 DC)
- f+B, dp+B, EX DM = 478 dmg
(2 Meters + 1 DC)
- f+B, dp+B, hcf+C, qcf+C, DC, dp+BD, f+B, dp+B, DM = 566 dmg
(3 Meters + 1 DC)
- f+B, dp+B, hcf+C, qcf+C, DC, dp+BD, f+B, dp+B, EX DM = 670 dmg
Mid-Screen HD Combos - (Standing Opponents Only)
(1 Meter)
j.D, cr.C, b+A, HD, s.D, f+B, qcb+A, DC, dp+BD, f+B, *cornered*, hcf+A, DC, qcb+C, (hcf+C, DC, qcb+C) x 2, dp+B, mash A = 669 dmg
(3 Meters)
j.D, cr.C, b+A, HD, s.D, f+B, qcb+A, DC, dp+BD, f+B, *cornered*, hcf+A, DC, qcb+C, (hcf+C, DC, qcb+C) x 2, Neomax = 845 dmg
(5 Meters)
j.C, cr.C, b+A, HD, s.D, f+B, qcb+A, DC, dp+BD, f+B, *cornered*, hcf+A, DC, qcb+C, hcf+C, DC, EX DM, DC, Neomax = 1000 dmg
-
Mid-Screen HD Combos - (Standing Opponents Only)
(2 Meters)
j.D, cr.C, b+A, HD, s.D, f+B, qcb+A, DC, dp+BD, f+B, *cornered*, hcf+A, DC, qcb+C, (hcf+C, DC, qcb+C) x 2, dp+B, mash A = 669 dmg
(3 Meters)
j.D, cr.C, b+A, HD, s.D, f+B, qcb+A, DC, dp+BD, f+B, *cornered*, hcf+A, DC, qcb+C, (hcf+C, DC, qcb+C) x 2, Neomax = 845 dmg
(5 Meters)
j.C, cr.C, b+A, HD, s.D, f+B, qcb+A, DC, dp+BD, f+B, *cornered*, hcf+A, DC, qcb+C, hcf+C, DC, EX DM, DC, Neomax = 1000 dmg
Hey man, for the wiki, is this section an entirely different part? Is the section of midscreen HD combos can work on anyone, and these above are only for standing opponents?
-
Oh you can include it in his HD combo section... It only works on anyone that's standing... That is all... So maybe just include it in his "Mid-Screen HD Combo" section and note that it ONLY works on standing opponents...
-
Cool, I edited it, check it out http://dreamcancel.com/wiki/index.php?title=Billy_Kane_%28XIII%29#Hyper_Drive (http://dreamcancel.com/wiki/index.php?title=Billy_Kane_%28XIII%29#Hyper_Drive)
-
Cool, I edited it, check it out http://dreamcancel.com/wiki/index.php?title=Billy_Kane_%28XIII%29#Hyper_Drive (http://dreamcancel.com/wiki/index.php?title=Billy_Kane_%28XIII%29#Hyper_Drive)
Nice... There are a few things you should change in the HD section... Like this...
Hyper Drive
Mid-Screen
(1) (j.D, s.C (1), b+A) or (d.B, d.B, d.B), HD, s.C (1), b+A, hcf+C (DC), Neomax = 601 dmg (2 Stock)
(2) (j.D, s.C (1), b+A) or (d.B, d.B, d.B), HD, s.C (1), b+A, EX DM (DC), Neomax = 827 dmg (4 Stock)
(NOTE: the following works on standing opponents only)
(1) j.D, d.C, b+A, HD, s.D, f+B, qcb+A (DC), dp+BD, f+B, *cornered*, hcf+A (DC), qcb+C, (hcf+C (DC), qcb+C) x 2, dp+B, mash A = 669 dmg (1 Stock)
(2) j.D, d.C, b+A, HD, s.D, f+B, qcb+A (DC), dp+BD, f+B, *cornered*, hcf+A (DC), qcb+C, (hcf+C (DC), qcb+C) x 2, Neomax = 845 dmg (3 Stock)
(3) j.C, d.C, b+A, HD, s.D, f+B, qcb+A (DC), dp+BD, f+B, *cornered*, hcf+A (DC), qcb+C, hcf+C (DC), EX DM (MC), Neomax = 1000 dmg (5 Stock)
Take this one out please...
(4) j.C, d.C, b+A, HD, s.D, f+B, qcb+A (DC), dp+BD, f+B, *cornered*, hcf+A (DC), qcb+C, hcf+C (DC), EX DM (MC), Neomax = 1000 dmg
Corner
(1) (j.D, s.C (1), b+A) or (d.B, d.B, d.B), HD, s.C (1), b+A, (hcf+C (DC), qcb+C) x5, dp+B, d.C = 576/507 dmg (0 Stock)
(2) (j.D, s.C (1), b+A) or (d.B, d.B, d.B), HD, s.C (1), b+A, (hcf+C (DC), qcb+C) x4, hcf+C (DC), dp+BD, f+B, dp+B, mash A = 613/544 dmg (1 Stock)
(3) (j.D, s.D, b+A) or (d.B, d.B, d.B), HD, s.C (1), b+A, (hcf+C (DC), qcb+C) x4, hcf+C, qcf+C, DC, Neomax = 831/724 dmg (2 Stock)
(4) (j.D, s.D, b+A) or (d.B, d.B, d.B), HD, s.C (1), b+A, hcf+C, qcf+C (DC), qcb+C, qcb+A (DC), qcb+AC, hcf+C (DC), qcb+C, hcf+C (DC), EX DM (DC), Neomax = 1026/919 dmg (5 Stocks)
Take this one out please...
(5) j.C, d.C, b+A, HD, s.D, f+B, qcb+A, DC, dp+BD, f+B, *cornered* hcf+A, DC, hcb+C, hcf+C, DC, EX DM, DC, Neomax = 1000 dmg (5 Stock)
-
I'll post up whatever practical combos I can come across that haven't been listed, as well as vs strats... For combos, I'll try to follow the format listed in previous posts here... There's not much for now, as I have to annotate some of the combos I posted up on Youtube, and a bunch of the other combos again are already listed. If anything I put here is a dupe, lemme know, and I'll clear it out. Thanks.
Oh yeah, I'm also putting these combos up here for others to test for consistency. I only want to post whatever is most likely practical, whether it requires some practice or not.
Normal Hit Combos
Mid-screen (standing opponents)
(0 Meters + 0 DC)
(1) j.D, s.C (2), qcb+C, dp+B = 269 dmg (0 stock)
Corner (standing opponents)
(0 Meters + 0 DC)
(1) j.D, s.C (3), dp+B, tap A (4), d.C = 306 dmg (0 stock)
Counter Hit Combos
Mid-screen (standing opponents)
(0 Meters + 0 DC)
(1) j.CD, f+B, dp+B, *cornered*, Tap A (2), d.C = 308 dmg (0 stock)
HD Combos
Mid-screen (standing opponents)
(2 Meters)
(1) hcf+C, Neomax = 418 dmg
-
Hey i see someone added his general gameplay tips... Cool stuff... There are some moves that have a few description that needs to be tweaked a bit... I'll do it when i get home...
Also in the corner you can catch opponents that try to jump out with qcb.C... You can combo 2 different ways...
qcb.C, qcb.A+C, f+B, dp+B, hcf+C~qcf+C, DC, qcb+C, dp+B... finisher
qcb+C, hcf+C~qcf+C, DC, qcb+C, dp+B... finisher (more reliable)
Update: ok done...
-
Added Frames to Tips Section:
Frame Traps
1. st. A, st. A
2. st. A, st. B
3. st. A, cl. D
4. st. A, cr. A
5. st. A, cr. B
6. st. A, cr. C
-
s.A to d.C is the best since it's only two frames of open window... It also combos on hit since s.A is +4 on hit...