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{| style="margin-right:1em;" align="right"
[[File:RBFF2_Billy.jpg|300px|thumb|right]]
| __TOC__
|}
 
 
 
[[image:Main v billy e.jpg]]
 
 


== Gameplay Overview ==
== Gameplay Overview ==
Billy is comparable to a schoolyard bully. If you're the new kid whose green or a current weaker kid, Billy can prove to be a powerhouse and beat most players. However, once you become more experienced and wise up to his tactics he starts to really slack and not show as much use. Great for beginners, not so good against a high level player using someone like Rick or Mary.


However, Billy is still capable of keeping up in this game so that's no reason to quit using him. He has good pokes and can combo off of a few things. His 632C S-Power isn't exactly the most damaging, but comes out quick and helps his game plan. If you plan to use Billy, you better figure out what's good to use where and what isn't not quickly, because he'll start showing less usefulness if you face a experienced player. Otherwise, he's kind of a scrub killer.


=== Gameplay Notes ===
Billy is like a schoolyard bully. If you're the new kid whose green or a current weaker kid, Billy can prove to be a power house and beat most players. However, once you become more experienced and wise up to his tactics, he starts to really slack and not show as much use. Great for beginners, not so good against a high level player using someone like Rick or Mary.
But Billy is still capable of keeping up in this game, so thats no reason to quit using him. He has good pokes and can combo off of a few things. His f, df, d + C S-Power isn't exactly the most damaging, but comes out quick and helps his game plan. If you plan to use Billy, you better figure out whats good to use where and whats not quickly, because he'll start showing less usefulness if you gotta face a tougher player. Otherwise, he's kind of a scrub killer.
=== Pros ===
-Decent pokes and ranged game
=== Cons ===
-Not enough normals or Special Moves that cause knock down
-Hard pressed to do any high damaging combos with
== Normals ==
=== Standing ===
[[image:Bou2.jpg]][[image:Bou.jpg]]
'''Far st. C''' - Billy does a sort of pole vault into the opponent.
-When the tip of the attacks hits, can follow up with B (Needs confirmation)
-Chonshu, Chonrei, Duck, and Bob can easily get around/side under this (Needs confirmation)
=== Crouching ===
[[image:Rbff2360.jpg]]
'''cr. A''' - Billy squats down and pokes at the opponent with the tip of his staff.
-Best to be used at medium range as a poke
[[image:Rbff2361.jpg]]
'''cr. B''' - Billy crouches and throws out a quick kick to the legs.
-Best used at close range as opposed to longe range (Needs confirmation)
=== Jumping===
[[image:Rbff2358.jpg]]
'''j. A''' - Billy jumps into the air and hits the opponent over the head with his staff.
-Vulnerable to Breakshots if done at close enough range (Needs confirmation)
-Is vulnerable to counterattack (Needs confirmation)
[[image:Rbff2829.jpg]]
'''nj. A''' - Billy jumps straight up and pokes his staff out at the opponent.
-Good range to poke and keep away
[[image:Rbff2359.jpg]]
'''sh. C''' - Billy does an upward attack with one end of the staff, lowering the other end, while doing a short hop.
-Is decent as an anti-air
== Throws ==
'''Pole Toss=(f/b + C)''' - Billy picks up the opponent with his staff and tosses them over his head.
[[image:Rbff2879.jpg]][[image:Rbff2880.jpg]]
'''Pole Strangle=(df + C)''' - Billy picks up the opponent with his staff, but this time holds them up in the air and shakes them around a bit, strangling them on the end of the staff before slamming them on the other side of him.
-Can be followed up with Dragon Flame (qcb + B) as shown above (Picture on the right)
-Which can be useful for an extra hit or so but its pretty unsafe on hit
== Avoid Attacks ==
[[image:Rbff2362.jpg]]


{|
|-style="text-align:left;"
! Pros !! Cons
|- style="vertical-align:top;text-align:left"
|
*Decent pokes and ranged game
|
*Not enough normals or Special Moves that cause knock down


'''Leaning Pole Strike=(A + B)''' - Billy quickly dodges an attack and counters with his staff
*Hard pressed to do any high damaging combos with
|-
|}


-Has a decent length of invincibility (Needs confirmation)
==Normals==
===Standing===
{{MoveData
|image=RBFF2_Billy_5a.jpg
|caption=
|name=5A
|data=
{{AttackData-RBFF2
|damage=9
|stun=
|startup=9
|active=5
|recovery=16
|hitAdv=-4
|blockAdv=-8
|guard=HL
|cancel=Y
|bs=
|juggle=
|description=
}}
}}
{{MoveData
|image=RBFF2_Billy_n5a.jpg
|caption=
|input=(within 80 px of opponent)
|name=n.5A
|data=
{{AttackData-RBFF2
|damage=9
|stun=
|startup=5
|active=2
|recovery=10
|hitAdv=+4
|blockAdv=0
|guard=HL
|cancel=Y
|bs=
|juggle=
|description=
}}
}}
{{MoveData
|image=RBFF2_Billy_5b.jpg
|image2=RBFF2_Billy_5b2.jpg
|caption=
|name=5B
|data=
{{AttackData-RBFF2
|damage=5,5
|stun=
|startup=11
|active=4(10)4
|recovery=33
|hitAdv=-21
|blockAdv=-25
|guard=HL
|cancel=N
|bs=
|juggle=
|description=
}}
}}
{{MoveData
|image=RBFF2_Billy_n5b.jpg
|image2=RBFF2_Billy_n5b2.jpg
|image3=RBFF2_Billy_n5b3.jpg
|caption=
|input=(within 112 px of opponent)
|name=n.5B
|data=
{{AttackData-RBFF2
|damage=4,4,4
|stun=
|startup=7
|active=2,2,2
|recovery=12
|hitAdv=+2
|blockAdv=-2
|guard=HL
|cancel=N
|bs=
|juggle=
|description=
}}
}}


-Can be used from a decent range and stay safe (Needs confirmation)
{{MoveData
|image=RBFF2_Billy_5c.jpg
|caption=
|name=5C
|data=
{{AttackData-RBFF2
|damage=24
|stun=
|startup=17
|active=9
|recovery=16
|hitAdv=+1
|blockAdv=-5
|guard=HL
|cancel=N
|bs=
|juggle=
|description=
}}
}}
{{MoveData
|image=RBFF2_Billy_n5c.jpg
|image2=RBFF2_Billy_n5c2.jpg
|caption=
|input=(within 100 px of opponent)
|name=n.5C
|data=
{{AttackData-RBFF2
|damage=24
|stun=
|startup=9
|active=2,5
|recovery=23
|hitAdv=-2
|blockAdv=-8
|guard=HL,L
|cancel=Y
|bs=
|juggle=
|description=
}}
}}


===Crouching===
{{MoveData
|image=RBFF2_Billy_2a.jpg
|caption=
|name=2A
|data=
{{AttackData-RBFF2
|damage=9
|stun=
|startup=8
|active=4
|recovery=8
|hitAdv=+4
|blockAdv=0
|guard=HL
|cancel=Y
|bs=
|juggle=
|description=
}}
}}


{{MoveData
|image=RBFF2_Billy_2b.jpg
|caption=
|name=2B
|data=
{{AttackData-RBFF2
|damage=11
|stun=
|startup=7
|active=3
|recovery=12
|hitAdv=+1
|blockAdv=-3
|guard=L
|cancel=Y
|bs=
|juggle=
|description=
}}
}}


== Feints ==
{{MoveData
|image=RBFF2_Billy_2c.jpg
|image2=RBFF2_Billy_2c2.jpg
|caption=
|name=2C
|data=
{{AttackData-RBFF2
|damage=13,13
|stun=
|startup=9
|active=3(9)6
|recovery=20
|hitAdv=KD
|blockAdv=-6
|guard=L
|cancel=N
|bs=
|juggle=
|description=
}}
}}


===Command===
{{MoveData
|image=RBFF2_Billy_ab.jpg
|image2=RBFF2_Billy_ab2.jpg
|caption2=High Avoid Attack
|input=5AB
|name=Leaning Pole Strike
|data=
{{AttackData-RBFF2
|damage=14
|stun=
|startup=11
|active=9
|recovery=21
|hitAdv=-4
|blockAdv=-10
|guard=HL
|cancel=Y
|bs=
|juggle=
|description=
}}
}}


[[image:Biri217.jpg]][[image:Biri218.jpg]]
===Jumping===
{{MoveData
|image=RBFF2_Billy_ja.jpg
|image2=RBFF2_Billy_ja2.jpg
|caption=Neutral Hop/Jump
|caption2=Diagonal Hop/Jump
|name=j.A
|data=
{{AttackData-RBFF2
|version=Neutral Hop
|damage=9
|stun=
|startup=6
|active=9
|recovery=6
|hitAdv=+8
|blockAdv=+4
|guard=H
|cancel=N
|bs=
|juggle=
|description=*Good range to poke and keep away
}}
{{AttackData-RBFF2
|version=Diagonal Hop
|header=no
|damage=9
|stun=
|startup=5
|active=till landing
|recovery=6
|hitAdv=+8
|blockAdv=+4
|guard=H
|cancel=N
|bs=
|juggle=
|description=
}}
{{AttackData-RBFF2
|version=Neutral Jump
|header=no
|damage=9
|stun=
|startup=6
|active=9
|recovery=6
|hitAdv=+8
|blockAdv=+4
|guard=H
|cancel=N
|bs=
|juggle=
|description=*Good range to poke and keep away
}}
{{AttackData-RBFF2
|version=Diagonal Jump
|header=no
|damage=9
|stun=
|startup=5
|active=11
|recovery=6
|hitAdv=+8
|blockAdv=+4
|guard=H
|cancel=N
|bs=
|juggle=
|description=
}}
}}


{{MoveData
|image=RBFF2_Billy_jb.jpg
|name=j.B
|data=
{{AttackData-RBFF2
|version=Neutral Hop
|damage=11
|stun=
|startup=7
|active=9
|recovery=6
|hitAdv=+8
|blockAdv=+4
|guard=H
|cancel=N
|bs=
|juggle=
|description=
}}
{{AttackData-RBFF2
|version=Diagonal Hop
|header=no
|damage=11
|stun=
|startup=7
|active=9
|recovery=6
|hitAdv=+8
|blockAdv=+4
|guard=H
|cancel=N
|bs=
|juggle=
|description=
}}
{{AttackData-RBFF2
|version=Neutral Jump
|header=no
|damage=11
|stun=
|startup=7
|active=7
|recovery=6
|hitAdv=+8
|blockAdv=+4
|guard=H
|cancel=N
|bs=
|juggle=
|description=
}}
{{AttackData-RBFF2
|version=Diagonal Jump
|header=no
|damage=11
|stun=
|startup=7
|active=9
|recovery=6
|hitAdv=+8
|blockAdv=+4
|guard=H
|cancel=N
|bs=
|juggle=
|description=
}}
}}


'''Feint Power Hi Sho Bonk=(b + A + C)''' - Billy starts to do the first bit of his Power Hi Sho Bonk, and then stops before it actually starts hitting.
{{MoveData
|image=RBFF2_Billy_jc.jpg
|image2=RBFF2_Billy_jc2.jpg
|caption=Neutral Hop/Diagonal Jump
|caption2=Diagonal Hop/Neutral Jump
|name=j.C
|data=
{{AttackData-RBFF2
|version=Neutral Hop
|damage=20
|stun=
|startup=10
|active=9
|recovery=8
|hitAdv=+15
|blockAdv=+9
|guard=H
|cancel=N
|bs=
|juggle=
|description=
}}
{{AttackData-RBFF2
|version=Diagonal Hop
|header=no
|damage=20
|stun=
|startup=13
|active=4
|recovery=8
|hitAdv=+15
|blockAdv=+9
|guard=H
|cancel=N
|bs=
|juggle=
|description=*It's decent as an anti-air
}}
{{AttackData-RBFF2
|version=Neutral Jump
|header=no
|damage=20
|stun=
|startup=12
|active=7
|recovery=8
|hitAdv=+15
|blockAdv=+9
|guard=H
|cancel=N
|bs=
|juggle=
|description=
}}
{{AttackData-RBFF2
|version=Diagonal Jump
|header=no
|damage=20
|stun=
|startup=9
|active=9
|recovery=8
|hitAdv=+15
|blockAdv=+9
|guard=H
|cancel=N
|bs=
|juggle=
|description=
}}
}}


-Good for dodging crouching attacks
==Oversway Actions==
{{MoveData
|image=RBFF2_Billy_5d.jpg
|image2=RBFF2_Billy_5d2.jpg
|caption=
|input=(opponent in oversway)
|name=5D
|data=
{{AttackData-RBFF2
|damage=20
|stun=
|startup=9
|active=3,4
|recovery=20
|hitAdv=+2
|blockAdv=+4
|guard=H
|cancel=Y
|bs=
|juggle=
|description=
}}
}}


-Franco, Duck, and Cheng can punish this (Needs confirmation)
{{MoveData
|image=RBFF2_Billy_2d.jpg
|image2=RBFF2_Billy_2d2.jpg
|caption=
|input=(opponent in oversway)
|name=2D
|data=
{{AttackData-RBFF2
|damage=20
|stun=
|startup=12
|active=4,6
|recovery=14
|hitAdv=+2
|blockAdv=-4
|guard=L
|cancel=Y
|bs=
|juggle=
|description=
}}
}}


{{MoveData
|image=RBFF2_Billy_SA.jpg
|caption=
|input=(from oversway)
|name=A
|data=
{{AttackData-RBFF2
|damage=11
|stun=
|startup=25
|active=4
|recovery=12
|hitAdv=+3
|blockAdv=+1
|guard=H
|cancel=
|bs=
|juggle=
|description=
}}
}}


== Command Normals ==
{{MoveData
|image=RBFF2_Billy_SB.jpg
|caption=
|input=(from oversway)
|name=B
|data=
{{AttackData-RBFF2
|damage=11
|stun=
|startup=24
|active=4
|recovery=12
|hitAdv=+1
|blockAdv=-1
|guard=L
|cancel=
|bs=
|juggle=
|description=
}}
}}


{{MoveData
|image=RBFF2_Billy_SC.jpg
|caption=
|input=(from oversway)
|name=C
|data=
{{AttackData-RBFF2
|damage=11,11
|stun=
|startup=26
|active=4
|recovery=12
|hitAdv=+13
|blockAdv=-1
|guard=HL
|cancel=
|bs=
|juggle=
|description=
}}
}}


'''Double Trip=(d + C)'''
==Throw==
{{MoveData
|image=RBFF2_Billy_throw.jpg
|caption=
|input=4/6C
|name=Rising Toss
|data=
{{AttackData-RBFF2
|damage=26
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|cancel=
|bs=
|juggle=
|description=
}}
}}
{{MoveData
|image=RBFF2_Billy_throw2.jpg
|caption=
|input=3C
|name=Hell Drop Slam
|data=
{{AttackData-RBFF2
|damage=8,8,8,8
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|cancel=
|bs=
|juggle=
|description=*Can be followed up with Karyu Tsuigeki Kon (214B)  
}}
}}
==Feints==
{{MoveData
|image=RBFF2_Billy_4ac.jpg
|caption=
|input=4AC
|name=Feint Kyou Shuu Hishou Kon
|data=
{{AttackData-RBFF2
|damage=
|stun=
|startup=
|active=
|recovery=42
|hitAdv=
|blockAdv=
|guard=
|cancel=
|bs=
|juggle=
|description=Good for dodging crouching attacks, as it has low body invul through 10-26f
}}
}}


-Both parts must be blocked low
==Special Moves==
{{MoveData
|image=RBFF2_Billy_46a.jpg
|image2=RBFF2_Billy_46a2.jpg
|image3=RBFF2_Billy_46a46c.jpg
|caption3=Kaen Sansetsukon Chudan Tsuki
|input=[4]6A(-46C)
|name=Sansetsukon Chudan Uchi
|data=
{{AttackData-RBFF2
|version=[4]6A
|damage=32
|stun=
|startup=17
|active=20
|recovery=20
|hitAdv=-10
|blockAdv=-12
|guard=HL
|cancel=
|bs=N
|juggle=Y
|description=*Good as a long range poke
*Absorbs projectiles
}}
{{AttackData-RBFF2
|header=no
|version=-46C
|damage=10
|stun=
|startup=9
|active=11
|recovery=26
|hitAdv=KD
|blockAdv=
|guard=
|cancel=
|bs=
|juggle=Y
|description=*Sansetsukon must connect in order to use this
}}
}}


{{MoveData
|image=RBFF2_Billy_masha.jpg
|caption=
|input=Mash A
|name=Sepunkon
|data=
{{AttackData-RBFF2
|version=A
|damage=6*7
|stun=
|startup=18
|active=83
|recovery=13
|hitAdv=
|blockAdv=
|guard=HL
|cancel=
|bs=N
|juggle=Y
|description=*It tends to stay out awhile, so it may not be safe even when it hits.
}}
}}


{{MoveData
|image=RBFF2_Billy_214a.jpg
|caption=
|input=214A
|name=Suzume Otoshi
|data=
{{AttackData-RBFF2
|damage=32
|stun=
|startup=15
|active=11
|recovery=21
|hitAdv=KD
|blockAdv=-10
|guard=HL
|cancel=
|bs=Y
|juggle=Y
|description=*Good anti-air


== Special Moves ==
*If used at the height of the opponent's jump, can follow up with Guren Sakkon (632C)
}}
}}


{{MoveData
|image=RBFF2_Billy_214b.jpg
|image2=RBFF2_Billy_214b2.jpg
|image3=RBFF2_Billy_214b3.jpg
|caption=
|input=214B
|name=Karyu Tsuigeki Kon
|data=
{{AttackData-RBFF2
|damage=8,8,16
|stun=
|startup=9
|active=2,4(7)5
|recovery=22
|hitAdv=+1
|blockAdv=-5
|guard=HL
|cancel=
|bs=Y
|juggle=Y
|description=
}}
}}


[[image:Rbff2363.jpg]]
{{MoveData
|image=RBFF2_Billy_41236b.jpg
|image2=RBFF2_Billy_41236b2.jpg
|caption=
|input=41236B (4/6 to move)
|name=Kyou Shuu Hishou Kon
|data=
{{AttackData-RBFF2
|damage=12.14,14
|stun=
|startup=17
|active=7, till landing
|recovery=20
|hitAdv=+6
|blockAdv=0
|guard=Y
|cancel=
|bs=Y
|juggle=N
|description=
}}
}}


==S-Power==
{{MoveData
|image=RBFF2_Billy_641236bc.jpg
|image2=RBFF2_Billy_641236bc2.jpg
|caption=
|input=641236BC
|name=Cho Kaen Senpu Kon
|data=
{{AttackData-RBFF2
|damage=76
|stun=
|startup=24
|active=54
|recovery=22
|hitAdv=KD
|blockAdv=-58
|guard=HL
|cancel=
|bs=N
|juggle=Y
|description=*This can get you killed if it is blocked up close in the corner - the projectile will completely whiff, allowing opponents to do whatever they want.
}}
}}
{{MoveData
|image=RBFF2_Billy_632c.jpg
|image2=RBFF2_Billy_632c2.jpg
|image3=RBFF2_Billy_632c3.jpg
|caption=
|input=632C
|name=Guren Sakkon
|data=
{{AttackData-RBFF2
|damage=8,12,12,12,21(51)
|stun=
|startup=8
|active=5,2,4,9(2)18
|recovery=42
|hitAdv=KD
|blockAdv=-53
|guard=HL
|cancel=
|bs=N
|juggle=Y
|description=*Works well to use as an anti-air


'''San Setsu Kon=(b~f + A)''' - Billy pokes his staff outward and hits the opponent with the tip
*Billy's better choice for an S-Power and can combo into this more easily .


-Good as a long range poke
*Can be used to follow up Suzume Otoshi (214A) with if timed at the height of the enemy's jump
}}
}}


-Absorbs projectiles
==P-Power==
 
{{MoveData
-Try to refrain from doing this at close range
|image=RBFF2_Billy_641236c.jpg
 
|image2=RBFF2_Billy_641236c2.jpg
 
|caption=
[[image:Rbff2364.jpg]]
|input=641236C
 
|name=
|data=
'''Flame San Setsu Kon=(b~f + C)''' - Billy finishes by setting the opponent on fire
{{AttackData-RBFF2
 
|damage=13*5,32(85)
-San Setsu Kon must connect in order to use this
|stun=
 
|startup=1+16
 
|active=21(18)16
[[image:Rbff2365.jpg]]
|recovery=21
 
|hitAdv=KD
 
|blockAdv=-5
'''Sparrow Drop=(qcb + A)''' - Billy pokes his staff diagonally into the air to hit the enemy.
|guard=HL
 
|cancel=
-Good anti-air
|bs=N
 
|juggle=N
-Breakshot
|description=
 
}}
-If used at the height of the opponent's jump, can follow up with Scarlet Uppercut
}}
 
==Chain Combos==
 
[[image:Rbff2366.jpg]
 
 
'''Whirlwind Pole=(A)''' - Billys spins his staff in place in circles.
 
-Hit Detection: Close, Tap A repeatedly
 
-Absorbs projectiles
 
-Seems to be rather useless otherwise (Could be wrong)
 
 
[[image:Rbff2369.jpg]][[image:Rbff2370.jpg]]
 
 
'''Power Hi Sho Bonk=(db, qcf + B)''' - Billy pole vaults up off the screen, and then lands with a kick
 
-Can be perfomed as hcf + B
 
-Breakshot
 
-Hard to combo with (Needs confirmation)
 
-Can control descent with b or f
 
 
[[image:Rbff2367.jpg]][[image:Rbff2368.jpg]]
 
 
'''Dragon Flame=(qcb + B)''' - Billy strikes the opponent with his staff twice
 
-Has some pretty bad recovery and does not cause knockdown
 
-Can be used to follow up his df + C, but it causes more harm than help there
 
 
 
== S-Powers ==
 
 
[[image:Rbff2371.jpg]][[image:Rbff2372.jpg]]
 
 
'''Fire Whirlwind=(f, hcf + B + C)''' - Billy spins his staff around with fire on it and then shoots the circle of fire outward.
 
-Rather useless from far away as it takes too long for the fire to shoot out
 
-Absorbs projectiles
 
-Better used in close-range combos (Needs confirmation)
 
 
[[image:Rbff2373.jpg]][[image:Rbff2374.jpg]][[image:Rbff2375.jpg]]
 
 
'''Crimson Killing=(f, df, d + C)''' - Billy spins his staff upward and it lights on fire as he hits the enemy.
 
-Works well to use as an anti-air
 
-Billy's better choice for an S-Power and can combo into this more easily
 
-Can be used to follow up Sparrow Drop with if timed at the height of the enemy's jump
 
 
 
== P-Power ==
 
 
[[image:Rbff2376.jpg]][[image:Rbff2377.jpg]][[image:Rbff2378.jpg]]
 
 
'''Salamander Stream=(f, hcf + C)''' - Billy whips his three-sectional staff around at the opponent and lights them, the staff, and himself on fire and bounces them off the ground.
 
 
 
== Combos ==
 
=== Chain Combos ===


  Punch Starters
  Punch Starters
  ``````````````
  ``````````````
  P close (*)----> S (*, E)   
  n.5A (*)----> 5C (*, E)   
                 f + S (*, ^, E)
                 6C (*, ^, E)
  P two steps----> S (E)  
  5A two steps----> 5C (E)  
   away (*)
   away (*)
  d + P (*)------> d + S (*, E)
  2A (*)------> 2C (*, E)
  P in air (O)---> S (1, H, O, E)
  j.A (O)---> j.C (1, H, O, E)




  Kick Starters
  Kick Starters
  `````````````
  `````````````
  K in air (O)---> S (1, H, O, E)
  j.K (O)---> j.C (1, H, O, E)




  Strong Starters
  Strong Starters
  ```````````````
  ```````````````
  d + S (_)------> S (1)      -----> qcf + S (E)
  2C (_)------> 5C (1)      -----> 236C (E)
== Combos ==
====Meterless====


== Miscellaneous ==
====Metered====
 
 
== Notes ==
 
 
== Frame Specifics ==
 
-> stands for continuation of the previous attack
 
Far A: 10f, -8 on block, -4 on hit
 
-> C: -13 on block, -7 on hit
 
 
Far B: 12f, -25 on block, -21 on hit
 
 
Far C: 20-26f depending on distance, -3 to +3 on block, +3 to +9 on hit
 
 
Close A: 6f, +0 on block, +4 on hit
 
-> C: -6 on block, +0 on hit
 
-> f+C: -9 on block
 
 
Close B: 8-10f depending on distance, -2 on block, +2 on hit
 
 
Close C: 10-12f depending on distance, -10 to -8 on block, -4 to -2 on hit
 
 
Crouching A: 9f, +0 on block, +4 on hit
 
-> d+C: -9 on block, -3 on hit
 
 
Crouching B: 8f, -3 on block, +1 on hit
 
 
Crouching C: 10-25f depending on distance, -6 on block
 
-> C: -9 on block, -3 on hit
 
-> C -> qcf+C: -8 on block, -2 on hit
 
 
Jumping A: 6f
 
 
Jumping B: 8f
 
 
Jumping C: 10f
 
 
Neutral Jumping A: 7f
 
 
Neutral Jumping/Hopping C: 14f
 
 
A+B: 12f, -10 on block, -4 on hit
 
 
Standing D: 13f, -3 on block, +0 on hit
 
 
Crouching D: 13f, -3 on block
 
 
Backplane A: 25f, +1 on block, +3 on hit
 
 
Backplane B: 23f, -1 on block, +1 on hit
 
 
Backplane C: 25f, -1 on block, +13 on hit
 
 
Charge b,f+A: Charge time = 30f, startup = 18-20f depending on distance, -16 to -14 on block, -10 to -8 on hit
 
-> b,f+C: No relevant data
 
 
qcb+A: 16f,
 
 
Mash A: 20f, has 13f recovery after the move stops
 
 
qcb+B: 11f, -6 on block, +0 on hit
 
 
d/b,qcf+B: 18f up close, 60f otherwise, -1 on block
 
 
f,hcf+B+C: 25f for initial hit, at least 84f for the projectile, -11 or better on block
 
 
f,d/f,d+C: 9f, -53 on block
 
 
f,hcf+C: 17f, -5 on block
 
 
b+A+C: 42f
 
 
Notes: The mash A move tends to stay out awhile, so it may not be safe even when it hits. The flame wheel S-Power can get you killed if it is blocked up close in the corner - the projectile will completely whiff, allowing opponents to do whatever they want. If the first part of the diving special is blocked, I think you can hit the actual dive, so it may not be safe like the -1 would indicate.


==Strategy==


== Miscellaneous ==


{{Navbox RBFF2}}


[[Category: Real Bout 2]]
[[Category:Real Bout Fatal Fury 2: The Newcomers]]
[[Category:Billy Kane]]

Latest revision as of 19:24, 9 November 2023

Gameplay Overview

Billy is comparable to a schoolyard bully. If you're the new kid whose green or a current weaker kid, Billy can prove to be a powerhouse and beat most players. However, once you become more experienced and wise up to his tactics he starts to really slack and not show as much use. Great for beginners, not so good against a high level player using someone like Rick or Mary.

However, Billy is still capable of keeping up in this game so that's no reason to quit using him. He has good pokes and can combo off of a few things. His 632C S-Power isn't exactly the most damaging, but comes out quick and helps his game plan. If you plan to use Billy, you better figure out what's good to use where and what isn't not quickly, because he'll start showing less usefulness if you face a experienced player. Otherwise, he's kind of a scrub killer.


Pros Cons
  • Decent pokes and ranged game
  • Not enough normals or Special Moves that cause knock down
  • Hard pressed to do any high damaging combos with

Normals

Standing

5A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
9 - 9 5 16 -4 -8 HL Y - -
n.5A
(within 80 px of opponent)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
9 - 5 2 10 +4 0 HL Y - -
5B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
5,5 - 11 4(10)4 33 -21 -25 HL N - -
n.5B
(within 112 px of opponent)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
4,4,4 - 7 2,2,2 12 +2 -2 HL N - -
5C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
24 - 17 9 16 +1 -5 HL N - -
n.5C
(within 100 px of opponent)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
24 - 9 2,5 23 -2 -8 HL,L Y - -

Crouching

2A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
9 - 8 4 8 +4 0 HL Y - -
2B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11 - 7 3 12 +1 -3 L Y - -
2C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
13,13 - 9 3(9)6 20 KD -6 L N - -

Command

Leaning Pole Strike
5AB
High Avoid Attack
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
14 - 11 9 21 -4 -10 HL Y - -

Jumping

j.A
Neutral Hop/Jump
Diagonal Hop/Jump
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Neutral Hop 9 - 6 9 6 +8 +4 H N - -
  • Good range to poke and keep away
Diagonal Hop 9 - 5 till landing 6 +8 +4 H N - -
Neutral Jump 9 - 6 9 6 +8 +4 H N - -
  • Good range to poke and keep away
Diagonal Jump 9 - 5 11 6 +8 +4 H N - -
j.B
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Neutral Hop 11 - 7 9 6 +8 +4 H N - -
Diagonal Hop 11 - 7 9 6 +8 +4 H N - -
Neutral Jump 11 - 7 7 6 +8 +4 H N - -
Diagonal Jump 11 - 7 9 6 +8 +4 H N - -
j.C
Neutral Hop/Diagonal Jump
Diagonal Hop/Neutral Jump
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Neutral Hop 20 - 10 9 8 +15 +9 H N - -
Diagonal Hop 20 - 13 4 8 +15 +9 H N - -
  • It's decent as an anti-air
Neutral Jump 20 - 12 7 8 +15 +9 H N - -
Diagonal Jump 20 - 9 9 8 +15 +9 H N - -

Oversway Actions

5D
(opponent in oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
20 - 9 3,4 20 +2 +4 H Y - -
2D
(opponent in oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
20 - 12 4,6 14 +2 -4 L Y - -
A
(from oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11 - 25 4 12 +3 +1 H - - -
B
(from oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11 - 24 4 12 +1 -1 L - - -
C
(from oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11,11 - 26 4 12 +13 -1 HL - - -

Throw

Rising Toss
4/6C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
26 - - - - - - - - - -
Hell Drop Slam
3C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8,8,8,8 - - - - - - - - - -
  • Can be followed up with Karyu Tsuigeki Kon (214B)

Feints

Feint Kyou Shuu Hishou Kon
4AC
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - 42 - - - - - -

Good for dodging crouching attacks, as it has low body invul through 10-26f

Special Moves

Sansetsukon Chudan Uchi
[4]6A(-46C)
Kaen Sansetsukon Chudan Tsuki
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
[4]6A 32 - 17 20 20 -10 -12 HL - N Y
  • Good as a long range poke
  • Absorbs projectiles
-46C 10 - 9 11 26 KD - - - - Y
  • Sansetsukon must connect in order to use this
Sepunkon
Mash A
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
A 6*7 - 18 83 13 - - HL - N Y
  • It tends to stay out awhile, so it may not be safe even when it hits.
Suzume Otoshi
214A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
32 - 15 11 21 KD -10 HL - Y Y
  • Good anti-air
  • If used at the height of the opponent's jump, can follow up with Guren Sakkon (632C)
Karyu Tsuigeki Kon
214B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8,8,16 - 9 2,4(7)5 22 +1 -5 HL - Y Y
Kyou Shuu Hishou Kon
41236B (4/6 to move)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
12.14,14 - 17 7, till landing 20 +6 0 Y - Y N

S-Power

Cho Kaen Senpu Kon
641236BC
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
76 - 24 54 22 KD -58 HL - N Y
  • This can get you killed if it is blocked up close in the corner - the projectile will completely whiff, allowing opponents to do whatever they want.
Guren Sakkon
632C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8,12,12,12,21(51) - 8 5,2,4,9(2)18 42 KD -53 HL - N Y
  • Works well to use as an anti-air
  • Billy's better choice for an S-Power and can combo into this more easily .
  • Can be used to follow up Suzume Otoshi (214A) with if timed at the height of the enemy's jump

P-Power


641236C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
13*5,32(85) - 1+16 21(18)16 21 KD -5 HL - N N

Chain Combos

Punch Starters
``````````````
n.5A (*)----> 5C (*, E)  
                6C (*, ^, E)
5A two steps----> 5C (E) 
 away (*)
2A (*)------> 2C (*, E)
j.A (O)---> j.C (1, H, O, E)


Kick Starters
`````````````
j.K (O)---> j.C (1, H, O, E)


Strong Starters
```````````````
2C (_)------> 5C (1)      -----> 236C (E)

Combos

Meterless

Metered

Strategy

Miscellaneous

Real Bout Fatal Fury 2
General

ControlsFAQSystem

Characters

Andy BogardBilly KaneBlue MaryBob WilsonCheng SinzanDuck KingFranco BashGeese HowardHon FuJin ChonreiJin ChonshuJoe HigashiKim KaphwanLaurence BloodLi XiangfeiMai ShiranuiRick StrowdRyuji YamazakiSokaku MochizukiTerry BogardTung Fu RueWolfgang Krauser