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The King of Fighters 2002 UM/Billy Kane: Difference between revisions

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[[File:Billy.jpg|right|frame]]
<section begin="image"/>[[File:02UM Billy Profile.png|right|thumb|x350px]]<section end="image"/>[[File:02UM Billy 0.gif|right|x300px]]


==Movelist==
==Movelist==
[[File:Kof02ummovelistbilly.png]]
 
'''Throws'''
 
Jigoku Otoshi - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]
 
Ippon Zuri Nage - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]
 
'''Command Moves'''
 
Dai Kaiten Geri - [[image:fd.gif]] + [[image:a.gif]]
 
Boutaka Tobigeri - [[image:fd.gif]] + [[image:b.gif]]
 
'''Special Moves'''
 
Kyoushuu Hishou Kon - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]]
 
San Setsu Kon Chu Dan Uchi - [[image:hcf.gif]] + [[image:a.gif]] / [[image:c.gif]]
 
::Kaen - Sansetsu Kon Chuudan Uchi - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]
 
Senpuu Kon - mash [[image:a.gif]]
 
Suzume Otoshi - [[image:qcb.gif]] + [[image:a.gif]]
 
Kumo Suzume Otoshi - [[image:qcb.gif]] + [[image:c.gif]]
 
Karyuu Tsuigeki Kon - [[image:qcb.gif]] + [[image:b.gif]]
 
Suiryuu Tsuigeki Kon - [[image:qcb.gif]] + [[image:d.gif]]
 
'''Desperation Moves'''
 
Chou Kaen Senpuu Kon - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]
 
Dai Senpuu - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]
 
Guren Ayame Kon - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]]
 
'''Super Desperation Move'''
 
Dai Senpuu - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]][[image:c.gif]]
 
'''Hidden Super Desperation Move'''
 
Liar's Element - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:b.gif]][[image:d.gif]]
 
{| border="1" align="center" style="font-size:90%"
|+
 
== Quick Starter Combo Reference ==
'''[[The_King_of_Fighters_2002_UM/Controls|Notation]]'''
|-
| '''0 Bar'''
|
Low<br/>
<br>
 
Anywhere<br/>
<br/>
|
cr.Bx2~3, (st.A,) f+A = 15-22%<br/>
cr.Bx1~2, cl.B, dp+B, j.C = 25-30%<br/>
 
(jump-in), cl.C/D, hcf+A > qcf+P = 25%<br/>
(jump-in), cl.C/D, dp+B, j.C = 32%<br/>
|-
| '''1 Bar'''
|
Corner<br/>
<br/>
|
cr.Bx1~2, cl.B, dp+B, qcf,hcb+P = 40-45%<br/>
(jump-in), cl.C/D, dp+B, qcf,hcb+P = 47%<br/>
|-
| '''3 Bar'''
|
Very close, Low<br/>
<br>
 
Anywhere<br/>
|
cr.B, cl.B, qcfx2+AC = 48%<br/>
''• Note: Do it as cr.B, qcf+B, qcf+AC.''<br>
 
(jump-in), cl.C/D, qcfx2+AC = 52%<br/>
''• Note: Do it as qcf+C/D, qcf+AC.''<br>
|-
|}
 
== Gameplay Overview ==
{{StrengthsAndWeaknesses
| description =Billy is close to a faster Dhalsim without a projectile. He has the longest normals in the game, which allows for safer jump-ins, pokes, and punishes at ranges others can't.
 
Jumping B, jumping C, crouching C and standing CD offer good priority and/or range, which is good to use against certain characters' normals. Crouching A almost goes 2/3 of the screen, difficult to punish at range and is able to rob your fireball spam/run-away opponent of that small amount of life needed to win. Midscreen, standing A and B are best to deal with hops and f+A is excellent for both punishing and harassing the opponent while being safe on block.<br>
Despite being centered around poking at that range he's not lacking decent close-up conversions. Crouching B is fast and can be safely stringed and 2~3 hit confirmed into a dp+B and a followup move, usually j.C anywhere and qcf,hcb+P in the corner for solid 1 bar damage.
He lacks impact for more meter and loves forcing his buttons on his opponent, making him most effective as point but know that while his long hitboxes help him, his even longer hurtboxes can hurt him. Characters with good priority can stuff Billy's long-range pokes so keep an eye out for that.
 
Billy has a fair amount of situational moves, like mash A that stops projectiles to give him a breather against spam but that you'd never use otherwise. Learning those uses and ranges and avoiding the very unsafe dp+B spam all play a big part in being a good Billy.}}


==Normals==
==Normals==
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'''Crouching'''
'''Crouching'''
* cr. A/B/C are cancel-able/whiff cancel-able, but for cr. A the timing is not as fast as the other moves.
* cr. A/B/C are cancel-able/whiff cancel-able, but for cr. A the timing is not as fast as the other moves.
* cr. A is a ridiculously long poke that extends almost fullscreen. If the opponent is close enough, the move completely whiffs, but this depends on the character and their hitbox. Useful tool that many opponents forget about; best used on its tip, where you can get very annoying with it by interrupting anything the opponent does from the other corner of the screen.
* cr. A is a ridiculously long poke that extends almost fullscreen. It whiffs on standing Bao point blank. Useful tool that many opponents forget about; best used on its tip, where you can get very annoying with it by interrupting anything the opponent does from the other corner of the screen.
* cr. B can be chained extremely fast, allowing Billy to connect 4-5 of them if you get the timing right. This is the backbone of Billy's play, as it allows him long and easy confirms into good damage. Also, this is one of the few buttons you have that is 0 on block (everything else is either worse or way worse), so it's essential for pressure, and makes a good poke too.
* cr. B can be chained extremely fast, allowing Billy to connect 4-5 of them if you get the timing right. This is the backbone of Billy's play, as it allows him long and easy confirms into good damage. Also, this is one of his few buttons you have that is 0 on block (everything else is either worse or way worse), so it's essential for pressure, and makes a good poke too.
* cr. C is an ok anti-air depending on the character you're facing. For the most part, this move can help Billy beat opponents with higher priority normals like Heidern's cr. C. This can also be used in a blocked string. This move does a good amount of guard damage. Beware of ending with it on block though, you can cancel it into f+A for safety.
* cr. C is an ok anti-air depending on the character you're facing. This move does a good amount of guard damage. Beware of ending with it on block though, you can cancel it into f+A for safety.
* cr. D hits attacks twice, but will not combo. Both hits knock down, and will not allow for any further combo potential.
* cr. D hits attacks twice, but will not combo. Both hits knock down, and will not allow for any further combo potential.


Line 35: Line 133:


==Throws==
==Throws==
Jigoku Otoshi - b/f + C
'''Jigoku Otoshi''' - b/f + C
* Can be broken, regular knockdown.  
* Can be broken, regular knockdown.  




Ippon Zuri Nage - b/f + D
'''Ippon Zuri Nage''' - b/f + D
* Can be broken. This throw should be considered a long range throw, as it puts the opponent far enough to safely poke.  
* Can be broken. This throw should be considered a long range throw, as it puts the opponent far enough to safely poke.  




==Command Moves==
==Command Moves==
Dai Kaiten Geri - f + A
'''Dai Kaiten Geri''' - f + A
* Billy does a short jumping spinning pole attack to a reverse aerial roundhouse kick. This move not only hits twice, but can easily be used in a small combo or blocked string.
* Billy does a short jumping spinning pole attack to a reverse aerial roundhouse kick, hitting twice without knocking down. This is a good and notoriously safe tool for Billy often used to "harass" the opponent when in close range. The startup is very fast (will combo from light attacks), hits high enough to catch hops, but most importantly, the last kick is +1 on block, making it excellent for pressure. Alas, with his cr.C getting slower, Billy can't frametrap as effectively with it as he could in some older games, but it's still great for blockstrings and to bait button press after.
'''Combo Advice''': While Billy has better options for any scenario, this move is very simple to combo/cancel into, and safe on block to boot, so you can get away with throwing it on block randomly, or canceling stuff like cr.C into it for safety.




Boutaka Tobigeri: f + B
'''Boutaka Tobigeri''': f + B
* Billy does a pole vault, shooting himself forward while doing a flying kick. This move doesn't naturally combo, but if it is a counter hit, it will produce a counter wire, which will allow Billy to combo using several different moves. This move does a good amount of guard damage.
* Billy does a pole vault, shooting himself forward while doing a flying kick. Slow and not very safe unless used on tip, so not exactly used often. This move doesn't naturally combo, but if it is a counter hit, it will produce a counter wire, which will allow Billy to combo using several different moves. Does a good amount of guard damage.
 
'''Combo Advice''': Only usable for some fun counterwire juggles, but if you have time to throw it, you might as well use easier options for same or more damage.
* Hard knockdown
* Counterwire


==Special Moves==  
==Special Moves==  
San Setsu Kon Chu Dan Uchi - hcf + A/C
'''San Setsu Kon Chu Dan Uchi''' - hcf + A/C
* Billy thrusts his cane straight towards the opponent, which stretches and hits once. Useful for poking, and the A version can be comboed into from his heavy normals. The C version does not combo from anything, in exchange for longer range, more damage, and slower startup. Terribly unsafe on block, can be made safer by using the follow-up.
* Billy thrusts his cane straight towards the opponent, which stretches and hits once. Useful for poking, and the A version can be comboed into from his heavy normals. The C version does not combo from anything, in exchange for longer range, more damage, and slower startup. Terribly unsafe on block, can be made safer by using the follow-up.


:> '''Kaen - Sansetsu Kon Chuudan Uchi''' (hcf + A/C) ~ qcf + A/C
:* An explosion happens from the end of Billy's staff, dealing an extra hit. Unsafe on block, but the frame disadvantage does not really matter if this move is done from a distance.


Kaen - Sansetsu Kon Chuudan Uchi(hcf + A/C) ~ qcf + A/C
* An explosion happens from the end of Billy's staff, dealing an extra hit. Unsafe on block, but the frame disadvantage does not really matter if this move is done from a distance.
Kyoushuu Hishou Kon - dp + B/D
* Billy does a pole vault that shoots him straight up in the air and off screen. He then comes landing down further than where he started. This is a good move to use in combos, and depending on where the opponent is, this move can be followed with either a Desperation Move, or a Super Desperation Move. The button strength determines the distance traveled. This move also does a considerable amount of both guard and chip damage.


'''Kyoushuu Hishou Kon''' - dp + B/D
* Billy does a pole vault that shoots him straight up in the air and off screen. He then comes landing down further than where he started. This is a good move to hitconfirm into and it can be followed up for extra damage. The button strength determines the distance traveled. This move also does a considerable amount of both guard and chip damage. Avoid spamming it as the opponent can simply block the ascent, run to the other side and then get an easy punish on the descent.
'''Combo advice''': When it fully connects, you can follow-up dp+K by j.C for good damage and reset or even qcf,hcb+P for great damage in the corner.
    
    
Senpuu Kon - A repeatedly
'''Senpuu Kon''' - A repeatedly
* Billy spins his cane around like the Color Guard at a football game. This move can combo depending on the conditions of the character, but its not recommended. Hitting the opponent from behind allows for more hits. It can stop both ground and air projectiles. Billy can't nullify super projectiles with this move however.
* Billy spins his cane around like the Color Guard at a football game. This move can combo depending on the conditions of the character, but its not recommended. Hitting the opponent from behind allows for more hits. It can stop both ground and air projectiles giving him time to think and a way to avoid getting chipped by spam . Billy can't nullify super projectiles with this move however.




Karyuu Tsuigeki Kon - qcb + B
'''Karyuu Tsuigeki Kon''' - qcb + B
* Counter move. This counter can only counter jumping attacks. After the guard point, Billy will automatically hit his opponent with a quick combo. Cannot be super cancelled.
* Counter move. This counter can only counter jumping attacks and specials. After the guard point, Billy will automatically hit his opponent with a quick combo. Cannot be super cancelled.




Suiryuu Tsuigeki Kon - qcb + D
'''Suiryuu Tsuigeki Kon''' - qcb + D
* This version of Billy's counter will counter mid and low moves. After the guard point, Billy will automatically hit his opponent with a 5-hit combo. Any one of these hits can be super cancelled, making for a deadly counter. However, the short range of Billy's supers means that super cancelling from this counter can only really be done from close range.
* This version of Billy's counter will counter mid and low moves. After the guard point, Billy will automatically hit his opponent with a 5-hit combo. Any one of these hits can be super cancelled, making for a deadly counter. However, the short range of Billy's supers means that super cancelling from this counter can only really be done from close range.




Suzume Otoshi: qcb + A
'''Suzume Otoshi''' - qcb + A
* Billy throws his cane in an diagonal up-forward direction. This move is vital, as it can not only be used as an anti-air, but after doing a dp + B/D, Billy can immediately follow up with this move instantly upon landing. This will not work in the corner, however.
* Billy throws his cane in an diagonal up-forward direction. This move is vital, as it can not only be used as an anti-air, but after doing a dp + B/D, Billy can immediately follow up with this move instantly upon landing. This will not work in the corner, however.




Kumo Suzume Otoshi - qcb + C
'''Kumo Suzume Otoshi''' - qcb + C
* Billy throws his stick just like his Suzume Otoshi move, but this time there's an explosion at the end. The hitbox is rather strange with this move, and it also has a slightly slow start up time. This cannot be used to follow up after doing dp + B/D.
* Billy throws his stick just like his Suzume Otoshi move, but this time there's an explosion at the end. The hitbox is rather strange with this move, and it also has a slightly slow start up time. This cannot be used to follow up after doing dp + B/D.


==Desperation Moves==
==Desperation Moves==
Chou Kaen Senpuu Kon - qcf, hcb + A/C
'''Chou Kaen Senpuu Kon''' - qcf, hcb + A/C
* Billy Kane spins his cane just like his Senpuu Kon (A rapidly), but it produces a ring of fire that spins for sveral hits. After those several hits, he then throws the ring forward. The ring disappears shortly after, as it doesn't travel that far (it stops at about sweeping distance). This move is great to use in both combos, and when baiting an opponent to tech roll forward.  
* Billy Kane spins his cane just like his Senpuu Kon (A rapidly), but it produces a ring of fire that spins for sveral hits. After those several hits, he then throws the ring forward. The ring disappears shortly after, as it doesn't travel that far (it stops at about sweeping distance). This move is great to use in both combos, and when baiting an opponent to tech roll forward.  




Dai Senpuu: qcf x2 + A/C
'''Dai Senpuu''': qcf x2 + A/C
* Billy jumps in the air and slams his cane (which looks like it multiplied) several times to the ground. Somewhat good anti-air to use, but only if the opponent is too far to use anything else (which won't be the case), and there's more than one stock. This move also works as an overhead.  
* Billy jumps in the air and slams his cane (which looks like it multiplied) several times to the ground. Somewhat good anti-air to use, but only if the opponent is too far to use anything else (which won't be the case), and there's more than one stock. This move also works as an overhead.  




Guren Ayame Kon - qcf x 2 + B/D
'''Guren Ayame Kon''' - qcf x 2 + B/D
* Billy does a Shoryuken like move, while spinning his cane upward in the air. The cane has the ring of fire surrounding it as well. This is a great move to combo with in the corner.
* Billy does a Shoryuken like move, while spinning his cane upward in the air. The cane has the ring of fire surrounding it as well. This is a great move to combo with in the corner.




==Super Desperation Moves==
==Super Desperation Moves==
Dai Senpuu: qcf x 2 + AC
'''Dai Senpuu''': qcf x 2 + AC
* This SDM is the same has the regular DM, but does more damage and more hits.
* This SDM is the same has the regular DM, but does more damage and more hits.




==HSDM==
==Hidden Super Desperation Move==
Liar Elemental - qcb, hcf + BD
'''Liar Elemental''' - qcb, hcf + BD
* This is a counter super. Billy throws his cane away towards the opponent. If the opponent hits him at any point during this move, Billy then retaliates and does a ranbu combo. If Billy isn't hit, then he shakes his fist. Use this move sparingly.
* This is a counter super. Billy throws his cane away towards the opponent. If the opponent hits him at any point during this move, Billy then retaliates and does a ranbu combo. If Billy isn't hit, then he shakes his fist. Use this move sparingly.
==General Strategy==
* Billy can almost be compared to Dhalsim in terms of range. Billy is obviously a faster moving/attacking character and although he is without a real projectile, he makes up for it in many other areas. For starters, his normals are some of the best in the game just because of range. This allows the player to do safe jump-ins, punish certain character's moves that others can't, and safely poke/rushdown. It is very important to know what each normal does, as they all have a purpose at some point in a match. Jumping A, and crouching C are the highest priority normals in his arsenal, which is good to use against certain characters with high priority normals. Crouching A is also a really good move, and in some cases, that could be the move that hits your fireball spam/run-away opponent for that small amount of life needed to win the match. When used in blocked strings, it can push Billy far enough to avoid retaliation with the exception of a few characters with extremely fast moves. Crouching B is his best close low poke, as it comes out fast, and can be hit confirmed for a dp + B/D and a followup move to finish the combo. Standing C when used at a mid range can be a deadly move. When telegraphing a jump attack with this move, it can sometimes stop the aerial assault. It works best with short hop attacks. When there are no moves avaiable to punish from a distance, standing C (both far and close versions) can save the day. When f + B is a counter wire hit, and Billy is too close for a qcb + A, close standing C can connect making the opponent unable to tech roll, and you can cancel it with a f + A which keeps you close and on the ground before the opponent to do a  throw setup, bait for a counter, or you can simply do a close standing C and safely poke with hcf + A/C ~ qcf + A/C or crouching A. Know that just as some moves with long hitboxes work for Billy, they can also work against him. Characters with strong dp moves can stuff Billy's long range rushdown/poke tactics on wakeup, or just by telegraphing the poke, so keep an eye out for that. Billy's crouching D can be used in a somewhat tricky way. If Billy happens to knockdown an opponent and is close enough, he can start crouching D to whiff the first hit, and if the opponent tech rolls or just simply gets up, the second hit could trip if the opponent is not careful.
* Learning Billy's specials and how they work are key in winning the match. Granted, not all of the moves will be used in some matches, but against a powerful opponent, one will be required to use certain moves only in certain situations. Billy doesn't really have many spammable moves, per sé. Some players might attempt to overwhelm with dp + B/D attacks, but that can be easily punished by blocking the hits going up, and the run to the other side before Billy makes a descent to the other side. At that point any combo can be done for massive damage, or the win. That move can be used at times as a pressure tool, but I only find success with it in the corner and if the move guard breaks while Billy goes up, so the other hits will be free. Speaking of dp + B/D, keep in mind that when poking with crouching B, one can always use that as hit confirm for a dp + B followup. If the standard crouching B, crouching B, dp + B doesn't come out all the time, doing a close standing B instead of a second crouching B can allow the player to cancel that into dp + B. Remember that anytime all hits of dp + B/D connect, there's room for a follow up move as soon as Billy lands, and depending on the distance between Billy and the opponent, the follow up can vary. Always remember what specials/DMs/SDMs/HSDMs can be done at what range. It is very important to grasp this concept or range, as that's what Billy's good at. Fireball spammers can be intimidated with Billy's A rapidly move. It stops both ground and air projectiles, and can recover at a good speed. His counter special moves should be used sparringly, so the opponent doesn't expect it too often. Mix it up with block strings and strings with a counter.
* Remember the many options Billy has when poking and rushing down. Just because an opponent can stop a few moves, doesn't mean its the end of the match. Billy is a constantly changing character, primarily because his moves work better at certain ranges, so one can't always rely on one particular move all of the time. Even if all there is to do is crouching B pokes, that can still help work towards the win. Sometimes, doing a simple back dash can also open up several options depending on what the opponent does.
* Block strings to use are:
** crouching B, crouching B, crouching A
** crouching B, standing B, crouching A
** crouching B, crouching C (the timing is strict)
** crouching A, short hop up or up-back C




==Combos==
==Combos==
* You can always replace cr.Bx1~3 with cl.C or cl.D.
You can use cl.B instead of the last cr.B of cr.Bx1~3 for an easier cancel but less range.
: You can replace cr.Bx1~3 with cl.D that you can also replace with cl.C.
: You can add a jump-in to every combo, though when there are it's best to remove a cr.B.
: You can do 5 cr.B's before dp+B or st.A but it's very tight and not recommended.


===0 Stock===
===0 Stock===


''Anywhere''
''Anywhere''
* cr.Bx1~4, st.A, f+A
: Meterless confirm off of crouching B.


* cr.Bx1~3, dp+B, j.C
&nbsp;★ '''cr.Bx1~4, st.A, f+A'''
: Very good option for both damage and reset. You can jump forward or away depending on the situation, just don't neutral jump. These two combos are Billy's main bnbs.
: Billy's main bnb, a safe meterless confirm and blockstring off of crouching B. It's best to stick to 3 cr.B's and you can omit st.A to make it a tad easier.


* (j.X,) cl.C/cl.D, hcf+A > qcf+P
&nbsp;★ '''cr.Bx1~3, dp+B, j.C'''
: Billy's second bnb, good damage and interesting reset. cr.B has more range but cl.B is easier to cancel. You can jump forward or away depending on the situation, just don't neutral jump C. You can add a jump-in in the corner.


* CH f+B, qcb+A/j.CD/st.CD/st.C
* cl.D, hcf+A > qcf+P
: st.CD is the most reliable ender here. j.CD can be used for corner carry in exchange for having to adjust direction and timing depending on spacing. Hitting on the tip of f+B and away from the corner is best.
: Decent conversion to score a knockdown though the previous route is preferred.
 
* CH f+B, qcb+A / j.CD / st.CD / st.C
: st.CD is the most reliable ender here. j.CD can be used for corner carry in exchange for having to adjust direction and timing depending on spacing. Hitting on the tip of f+B and away from the corner is best. Overall this is much too situational and risky to fish for.


''Midscreen''
''Midscreen''
* cr.Bx1~3, dp+B, qcb+A
 
&nbsp;★ '''cr.Bx1~3, dp+B, qcb+A'''
: More damage than j.C on top of scoring a knockdown but qcb+A will whiff if done in the corner.
: More damage than j.C on top of scoring a knockdown but qcb+A will whiff if done in the corner.


''Corner''
''Corner''
* (j.X,) cr.Bx1~3, dp+B, j.A
 
: Not much reason to ever use j.A instead of j.C
* cr.Bx1~3, dp+B, j.A
: Not much reason to ever use j.A over j.C.
 


===1 Stock===
===1 Stock===


''Anywhere''
''Anywhere''
* cr.Bx1~3, qcfx2+A
* cr.Bx1~3, qcfx2+A
: Light confirm into super.
: Good light confirm into super. It's best to stick to 2 cr.B's or you risk missing the first hit of the super by not being fast enough, giving the opponent a chance to block and punish. Input it as cr.Bx1~2, qcf, cr.B, qcf+AC.


''Corner''
''Corner''
* (j.X,) cr.Bx1~3, dp+B, qcf,hcb+P
 
: You can use qcfx2+K but qcf,hcb+P does more damage.
&nbsp;★ '''cr.Bx1~3, dp+B, qcf,hcb+P'''
: An excellent 1 bar conversion in the corner. You can use qcfx2+K but qcf,hcb+P does more damage.
 


===2 Stocks===
===2 Stocks===


''Anywhere''
''Anywhere''
* (j.X,) cl.C/cl.D, (BC run) cl.C/cl.D, hcf+A(1) (SC) qcfx2+P
 
* cl.D, (BC run) cl.D, hcf+A(1) (SC) qcfx2+P


''Corner''
''Corner''
* (j.X,) cl.C/cl.D, (BC run), cl.C/cl.D, hcf+A(1), (C) dp+D, qcf,hcb+A
 
: replacing dp+D by dp+B does 1% more but also makes the run tighter.
* cl.D, (BC run), cl.D, hcf+A(1), (C) dp+D, qcf,hcb+A
: Replacing dp+D by dp+B does 1% more but also makes the run tighter.
 


===3 Stocks===
===3 Stocks===


''Anywhere''
''Anywhere''
* cr.Bx1~3, qcfx2+AC
* cr.Bx1~3, qcfx2+AC
: Good light confirm into super. It's best to stick to 2 cr.B's or you risk missing the first hit of the super by not being fast enough, giving the opponent a chance to block and punish. Input it as cr.Bx1~2, qcf, cr.B, qcf+AC.


* (j.X) cl.C/cl.D, (BC run) cl.C/cl.D, hcf+A(1) (SC) qcfx2+AC
* cl.D, (BC run) cl.D, hcf+A(1) (SC) qcfx2+AC


* (j.X) cl.C/cl.D, (BC run) cl.C/cl.D, qcfx2+AC
* cl.D, (BC run) cl.D, qcfx2+AC
: With a tight run, the super does 5 hits instead of 4, leading to more damage than the previous combo.
: With a tight run, the super does 5 hits instead of 4, leading to more damage than the previous combo.


Line 181: Line 280:
* Billy gains 2  moves from Real Bout Fatal Fury: qcb+A and qcb+C.
* Billy gains 2  moves from Real Bout Fatal Fury: qcb+A and qcb+C.
* f + B doesn't naturally combo from anything anymore.
* f + B doesn't naturally combo from anything anymore.
==Frame Specifics==
===Frame Advantage===
'''Close Normals'''
cl.A - 7F (-2F)
cl.B - 6F (+0F)
cl.C - 6F (-10F)
cl.D - 6F (-11F)
'''Far Normals'''
st.A - 9F (-6F)
st.B - 10F (-6F)
st.C - 12F (-7F)
st.D - 10F (-27F)
CD - 16F (-11F)
'''Crouch Normals'''
cr.A - 6F (-7F)
cr.B - 4F (+0F)
cr.C - 6F (-16F)
cr.D [1] -9F (-28F)
[2] - 24F (-13F)
'''Command Normals'''
Dai Kaiten Geri (f+A) [1] - 8F (-12F)
[2] - 21F (+1F)
Boutaka Tobigeri (f+B) - 21F (-11F~+0F)
'''Special Attacks'''
strong attack>Karyuu Tsuigeki Kon (qcb+K) - (-16F)
Senpuu Kon ([P]) - 7F
Kyoushuu Hishou Kon (dp+B) - 8F
Kyoushuu Hishou Kon (dp+D) - 14F
San Setsu Kon Chu Dan Uchi (hcf+A) - 15F (-13F)
San Setsu Kon Chu Dan Uchi (hcf+C) - 21F (-13F)
Kaen (hcf+P, qcf+P) - (-12F)
'''DM's'''
Chou Kaen Senpuu Kon (qcf hcb+A) - 8F (-12F)→Guard
Chou Kaen Senpuu Kon (qcf hcb+C) - 12F (-20F)→Guard
Dai Senpuu (qcfx2+A) - 11F (-38F)→Guard
Dai Senpuu (qcfx2+C) - 13F(-45F)→Guard
'''SDM's'''
Dai Senpuu (qcfx2+AC) - 11F (-53F)→Guard
'''HSDM'''
Liar Elemental (qcb hcf+BD) - 6F


== Videos ==
== Videos ==
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Discuss at [http://dreamcancel.com/forum/index.php?topic=348.0 Dream Cancel]
Discuss at [http://dreamcancel.com/forum/index.php?topic=348.0 Dream Cancel]


{{Navbox 2002UM}}


{{Navbox 2002UM}}
[[Category:The King of Fighters 2k2UM]]
[[Category:The King of Fighters 2k2UM]]
[[Category:Billy Kane]]

Latest revision as of 20:10, 10 September 2022

Movelist

Throws

Jigoku Otoshi - close, / +

Ippon Zuri Nage - close, / +

Command Moves

Dai Kaiten Geri - +

Boutaka Tobigeri - +

Special Moves

Kyoushuu Hishou Kon - + /

San Setsu Kon Chu Dan Uchi - + /

Kaen - Sansetsu Kon Chuudan Uchi - + /

Senpuu Kon - mash

Suzume Otoshi - +

Kumo Suzume Otoshi - +

Karyuu Tsuigeki Kon - +

Suiryuu Tsuigeki Kon - +

Desperation Moves

Chou Kaen Senpuu Kon - + /

Dai Senpuu - + /

Guren Ayame Kon - + /

Super Desperation Move

Dai Senpuu - +

Hidden Super Desperation Move

Liar's Element - +

Quick Starter Combo Reference

Notation

0 Bar

Low

Anywhere

cr.Bx2~3, (st.A,) f+A = 15-22%
cr.Bx1~2, cl.B, dp+B, j.C = 25-30%

(jump-in), cl.C/D, hcf+A > qcf+P = 25%
(jump-in), cl.C/D, dp+B, j.C = 32%

1 Bar

Corner

cr.Bx1~2, cl.B, dp+B, qcf,hcb+P = 40-45%
(jump-in), cl.C/D, dp+B, qcf,hcb+P = 47%

3 Bar

Very close, Low

Anywhere

cr.B, cl.B, qcfx2+AC = 48%
• Note: Do it as cr.B, qcf+B, qcf+AC.

(jump-in), cl.C/D, qcfx2+AC = 52%
• Note: Do it as qcf+C/D, qcf+AC.

Gameplay Overview

Billy is close to a faster Dhalsim without a projectile. He has the longest normals in the game, which allows for safer jump-ins, pokes, and punishes at ranges others can't.

Jumping B, jumping C, crouching C and standing CD offer good priority and/or range, which is good to use against certain characters' normals. Crouching A almost goes 2/3 of the screen, difficult to punish at range and is able to rob your fireball spam/run-away opponent of that small amount of life needed to win. Midscreen, standing A and B are best to deal with hops and f+A is excellent for both punishing and harassing the opponent while being safe on block.
Despite being centered around poking at that range he's not lacking decent close-up conversions. Crouching B is fast and can be safely stringed and 2~3 hit confirmed into a dp+B and a followup move, usually j.C anywhere and qcf,hcb+P in the corner for solid 1 bar damage. He lacks impact for more meter and loves forcing his buttons on his opponent, making him most effective as point but know that while his long hitboxes help him, his even longer hurtboxes can hurt him. Characters with good priority can stuff Billy's long-range pokes so keep an eye out for that.

Billy has a fair amount of situational moves, like mash A that stops projectiles to give him a breather against spam but that you'd never use otherwise. Learning those uses and ranges and avoiding the very unsafe dp+B spam all play a big part in being a good Billy.

Normals

Close

  • cl. A/B/C/D are cancel-able.
  • cl. B hits mid, but looks low. It can be blocked by blocking either high or low.
  • cl. C is a good punisher that can be used to cancel into f + A, or a Desperation Move.
  • cl. D is a high kick that can be canceled, but isn't always suggested over cl. C.

Standing

  • Stand A is cancel-able/whiff cancel-able.
  • Stand B is a standing reverse roundhouse that comes out pretty quick. It's good to use in block strings for pressure, as it keeps Billy relatively safe.
  • Stand C has tons of range, and is a good move to use for zoning at times. It can be used sometimes as an anti-air move depending on the distance of the opponent and the whether the attack can be beat with standing C. This move is one of many options to use after a counter wire hit f + B if unable to combo with anything else.
  • Stand D deceiving looks like his dp + B/D move, except Billy stays in place and doesn't shoot up to the air. If close enough, this move can hit twice.

Crouching

  • cr. A/B/C are cancel-able/whiff cancel-able, but for cr. A the timing is not as fast as the other moves.
  • cr. A is a ridiculously long poke that extends almost fullscreen. It whiffs on standing Bao point blank. Useful tool that many opponents forget about; best used on its tip, where you can get very annoying with it by interrupting anything the opponent does from the other corner of the screen.
  • cr. B can be chained extremely fast, allowing Billy to connect 4-5 of them if you get the timing right. This is the backbone of Billy's play, as it allows him long and easy confirms into good damage. Also, this is one of his few buttons you have that is 0 on block (everything else is either worse or way worse), so it's essential for pressure, and makes a good poke too.
  • cr. C is an ok anti-air depending on the character you're facing. This move does a good amount of guard damage. Beware of ending with it on block though, you can cancel it into f+A for safety.
  • cr. D hits attacks twice, but will not combo. Both hits knock down, and will not allow for any further combo potential.

Jumping

  • j. A has priority over a bunch of normal attacks. When facing characters with high priority normals, this move can help beat the competition at times.
  • j. B is an ok jump attack that beats out some moves, but not as well as j. C. This move does not cross over.
  • j. C is a great range tool to use when retreating, or just punishing with ranged attacks. This is the best option for safe jump ins also.
  • j. D can be used as a cross up, but to combo with it afterwards takes time to learn, as Billy attacks from a weird angle.
  • All jumping attacks allow for a safe jump(really hop) in, but the best one that has range is j. C.

Blowback Attack

  • Billy Kane swings his cane counter clock-wise. His j. CD attack is rather the same, except the angle of the cane is slightly lower, and he swings it the opposite direction. The use of this with a short hop can allow for good pressure, and can possibly lead to a corner trap, as the move sends the opponent flying.

Throws

Jigoku Otoshi - b/f + C

  • Can be broken, regular knockdown.


Ippon Zuri Nage - b/f + D

  • Can be broken. This throw should be considered a long range throw, as it puts the opponent far enough to safely poke.


Command Moves

Dai Kaiten Geri - f + A

  • Billy does a short jumping spinning pole attack to a reverse aerial roundhouse kick, hitting twice without knocking down. This is a good and notoriously safe tool for Billy often used to "harass" the opponent when in close range. The startup is very fast (will combo from light attacks), hits high enough to catch hops, but most importantly, the last kick is +1 on block, making it excellent for pressure. Alas, with his cr.C getting slower, Billy can't frametrap as effectively with it as he could in some older games, but it's still great for blockstrings and to bait button press after.

Combo Advice: While Billy has better options for any scenario, this move is very simple to combo/cancel into, and safe on block to boot, so you can get away with throwing it on block randomly, or canceling stuff like cr.C into it for safety.


Boutaka Tobigeri: f + B

  • Billy does a pole vault, shooting himself forward while doing a flying kick. Slow and not very safe unless used on tip, so not exactly used often. This move doesn't naturally combo, but if it is a counter hit, it will produce a counter wire, which will allow Billy to combo using several different moves. Does a good amount of guard damage.

Combo Advice: Only usable for some fun counterwire juggles, but if you have time to throw it, you might as well use easier options for same or more damage.

  • Hard knockdown
  • Counterwire

Special Moves

San Setsu Kon Chu Dan Uchi - hcf + A/C

  • Billy thrusts his cane straight towards the opponent, which stretches and hits once. Useful for poking, and the A version can be comboed into from his heavy normals. The C version does not combo from anything, in exchange for longer range, more damage, and slower startup. Terribly unsafe on block, can be made safer by using the follow-up.
> Kaen - Sansetsu Kon Chuudan Uchi (hcf + A/C) ~ qcf + A/C
  • An explosion happens from the end of Billy's staff, dealing an extra hit. Unsafe on block, but the frame disadvantage does not really matter if this move is done from a distance.


Kyoushuu Hishou Kon - dp + B/D

  • Billy does a pole vault that shoots him straight up in the air and off screen. He then comes landing down further than where he started. This is a good move to hitconfirm into and it can be followed up for extra damage. The button strength determines the distance traveled. This move also does a considerable amount of both guard and chip damage. Avoid spamming it as the opponent can simply block the ascent, run to the other side and then get an easy punish on the descent.

Combo advice: When it fully connects, you can follow-up dp+K by j.C for good damage and reset or even qcf,hcb+P for great damage in the corner.

Senpuu Kon - A repeatedly

  • Billy spins his cane around like the Color Guard at a football game. This move can combo depending on the conditions of the character, but its not recommended. Hitting the opponent from behind allows for more hits. It can stop both ground and air projectiles giving him time to think and a way to avoid getting chipped by spam . Billy can't nullify super projectiles with this move however.


Karyuu Tsuigeki Kon - qcb + B

  • Counter move. This counter can only counter jumping attacks and specials. After the guard point, Billy will automatically hit his opponent with a quick combo. Cannot be super cancelled.


Suiryuu Tsuigeki Kon - qcb + D

  • This version of Billy's counter will counter mid and low moves. After the guard point, Billy will automatically hit his opponent with a 5-hit combo. Any one of these hits can be super cancelled, making for a deadly counter. However, the short range of Billy's supers means that super cancelling from this counter can only really be done from close range.


Suzume Otoshi - qcb + A

  • Billy throws his cane in an diagonal up-forward direction. This move is vital, as it can not only be used as an anti-air, but after doing a dp + B/D, Billy can immediately follow up with this move instantly upon landing. This will not work in the corner, however.


Kumo Suzume Otoshi - qcb + C

  • Billy throws his stick just like his Suzume Otoshi move, but this time there's an explosion at the end. The hitbox is rather strange with this move, and it also has a slightly slow start up time. This cannot be used to follow up after doing dp + B/D.

Desperation Moves

Chou Kaen Senpuu Kon - qcf, hcb + A/C

  • Billy Kane spins his cane just like his Senpuu Kon (A rapidly), but it produces a ring of fire that spins for sveral hits. After those several hits, he then throws the ring forward. The ring disappears shortly after, as it doesn't travel that far (it stops at about sweeping distance). This move is great to use in both combos, and when baiting an opponent to tech roll forward.


Dai Senpuu: qcf x2 + A/C

  • Billy jumps in the air and slams his cane (which looks like it multiplied) several times to the ground. Somewhat good anti-air to use, but only if the opponent is too far to use anything else (which won't be the case), and there's more than one stock. This move also works as an overhead.


Guren Ayame Kon - qcf x 2 + B/D

  • Billy does a Shoryuken like move, while spinning his cane upward in the air. The cane has the ring of fire surrounding it as well. This is a great move to combo with in the corner.


Super Desperation Moves

Dai Senpuu: qcf x 2 + AC

  • This SDM is the same has the regular DM, but does more damage and more hits.


Hidden Super Desperation Move

Liar Elemental - qcb, hcf + BD

  • This is a counter super. Billy throws his cane away towards the opponent. If the opponent hits him at any point during this move, Billy then retaliates and does a ranbu combo. If Billy isn't hit, then he shakes his fist. Use this move sparingly.


Combos

You can use cl.B instead of the last cr.B of cr.Bx1~3 for an easier cancel but less range.

You can replace cr.Bx1~3 with cl.D that you can also replace with cl.C.
You can add a jump-in to every combo, though when there are it's best to remove a cr.B.
You can do 5 cr.B's before dp+B or st.A but it's very tight and not recommended.

0 Stock

Anywhere

 ★ cr.Bx1~4, st.A, f+A

Billy's main bnb, a safe meterless confirm and blockstring off of crouching B. It's best to stick to 3 cr.B's and you can omit st.A to make it a tad easier.

 ★ cr.Bx1~3, dp+B, j.C

Billy's second bnb, good damage and interesting reset. cr.B has more range but cl.B is easier to cancel. You can jump forward or away depending on the situation, just don't neutral jump C. You can add a jump-in in the corner.
  • cl.D, hcf+A > qcf+P
Decent conversion to score a knockdown though the previous route is preferred.
  • CH f+B, qcb+A / j.CD / st.CD / st.C
st.CD is the most reliable ender here. j.CD can be used for corner carry in exchange for having to adjust direction and timing depending on spacing. Hitting on the tip of f+B and away from the corner is best. Overall this is much too situational and risky to fish for.

Midscreen

 ★ cr.Bx1~3, dp+B, qcb+A

More damage than j.C on top of scoring a knockdown but qcb+A will whiff if done in the corner.

Corner

  • cr.Bx1~3, dp+B, j.A
Not much reason to ever use j.A over j.C.


1 Stock

Anywhere

  • cr.Bx1~3, qcfx2+A
Good light confirm into super. It's best to stick to 2 cr.B's or you risk missing the first hit of the super by not being fast enough, giving the opponent a chance to block and punish. Input it as cr.Bx1~2, qcf, cr.B, qcf+AC.

Corner

 ★ cr.Bx1~3, dp+B, qcf,hcb+P

An excellent 1 bar conversion in the corner. You can use qcfx2+K but qcf,hcb+P does more damage.


2 Stocks

Anywhere

  • cl.D, (BC run) cl.D, hcf+A(1) (SC) qcfx2+P

Corner

  • cl.D, (BC run), cl.D, hcf+A(1), (C) dp+D, qcf,hcb+A
Replacing dp+D by dp+B does 1% more but also makes the run tighter.


3 Stocks

Anywhere

  • cr.Bx1~3, qcfx2+AC
Good light confirm into super. It's best to stick to 2 cr.B's or you risk missing the first hit of the super by not being fast enough, giving the opponent a chance to block and punish. Input it as cr.Bx1~2, qcf, cr.B, qcf+AC.
  • cl.D, (BC run) cl.D, hcf+A(1) (SC) qcfx2+AC
  • cl.D, (BC run) cl.D, qcfx2+AC
With a tight run, the super does 5 hits instead of 4, leading to more damage than the previous combo.

Changes from OG2k2

  • Billy gains 2 moves from Real Bout Fatal Fury: qcb+A and qcb+C.
  • f + B doesn't naturally combo from anything anymore.

Videos

빌리 플레이 모음(Billy Best Rounds) -xyzzy (식칼)
Billy Master Class

External Links

Check Billy Kane's frame data

Discuss at 02UM Discord server

Discuss at Dream Cancel

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