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The King of Fighters '98 UMFE/EX Billy: Difference between revisions

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==Introduction==
== Introduction ==
 
{{StrengthsAndWeaknesses
|ext=png
| description =EX Billy excels at poking with his long-reaching moves. He has good anti-airing options, such as an invulnerable anti air DM, and an upwards hitting special move with extremely long range. In addition to this, he is good when he has frame advantage up close, as he has good frame traps, an untechable mash grab, an instant jumping overhead, an excellent crossup, and an unsafe (unless it his late) overhead.
 
EX Billy has a weakness in that his quickest longest pokes have very weak hurtboxes: The hurtbox extends further out than the hitbox, meaning he is vulnerable to counter pokes when using these moves. For his pokes, you only get two out of three traits: Speed, range, and a hurtbox that's behind the hitbox. Even some moves that have good hurtboxes can be counterpoked, because the hurtbox extends before the hitbox, so they are vulnerable before they get going.
 
With very good execution, he can make his pokes with the most priority, standing CD and crouching D, be neutral on block and much less vulnerable to rolling. Normally, these moves, while strong, are very negative on block and are susceptible to being rolled. This is done by cancelling to his mashed moves, then either immediately stopping them for better frame data, or letting them rock to catch rolls.
 
Furthermore, his defensive options require heavy commitment and are weak to the options they don't stop, a prime example being to mash 2C with its heavy recovery, against someone who stepped back or rolled, when you were hoping for a jump.
 
Although both Billy variants have pretty good combos, EX Billy's are better, because they work from farther away, and in some cases do more damage. What EX Billy lacks compared to Billy are the low risk counters.}}
 
== Changes from Previous Versions ==
 
'''98 to 98UM'''
 
Normals:
 
* Added a new hitbox to st.C; it now hits diagonally upwards as well as in front
 
* Hitbox of cr.A lengthened
 
* New animation for cr.D, the staff now hits twice instead of one staff hit and one sweep
 
* Raw f+B is now an overhead
 
Specials:
 
* qcb+K added, diagonal anti-air move
 
* hcb+K added, a multi-hitting staff move
 
* Mash C reach increased, maximum number of hits increased from 6 to 8
 
Supers:
 
* Added qcfx2+K, an upwards-travelling fire wheel move; MAX version shoots the ring of fire downwards after
 
* qcfx2+P startup reduced by 5 frames and 9 frames for the normal and MAX versions respectively, both versions can combo from lights
 
'''98UM to 98UMFE'''
 
Normals:
 
* cl.C no longer whiffs on short characters
 
* cr.D now cancels into special moves and DMs
 
* f+A's second hit should no longer whiff on short characters
 
Specials:
 
* hcf+A has 6 frames less recovery, hcf+C has 10 frames less recovery
 
* You can now cancel mash A/C by pressing ABCD


Billy is a midrange character that excels at zoning with his long reaching normals and strong pokes. He has good anti airing options such as a fast counter and a dp to help with his zoning. In addition to this Billy can also rush down to push the opponent back into the corner where his pressure is strong and he has access to some really damaging combos. Billy also has access to some mixups in the form of lows, an overhead and an untechable throw. Billy has a fairly unique weakness in that most of his long pokes have very bad priority where the hurtbox extends further out than the hitbox, meaning he can get hit from further ranges than most characters.
== Normal Moves ==
== Normal Moves ==


'''Close'''
'''Close'''
*cl. A: Has good vertical reach. Decent point blank anti air. Whiffs on short crouchers. Chainable. Cancelable.
*cl. B: staple combo tool when chained into from cr.B. Chainable. Cancelable.
*cl. C: One of Billys main combo tools. it has a lot of active frames so it can be a good meaty. Cancelable.
*cl. D: whiffs on regular crouchers and lower. Can be a decent close range anti air. Cancelable.


'''Stand'''
* cl.A: Has good vertical reach. Decent point-blank anti air. Whiffs on short crouchers. Chainable and cancelable.
*st. A: Decent poke. More active than st.B. Whiffs on tiny crouchers. Cancelable.
*st. B: can be useful for stopping hops. whiffs on short crouchers.
*st. C: long range poke with two active parts, the first diagonally above Billy which can stop jumps and the second in front of him. Like many of Billys longer pokes it has very bad priority.
*st. D: very slow move with some low invulnerability and decent hitboxes for stopping jumps. Very risky due to how slow it is and should be used with caution.


'''Crouch'''
* cl.B: Staple combo tool when chained into from cr.B. Chainable and cancelable.
*cr. A: long range poke, very useful for checking grounded movement from the opponent. bad priority.
*cr. B: Billys main low combo tool. Chainable. Cancelable.
*cr. C: very fast move which makes it an excellent combo tool, can also be used for anti airing or as a poke since it also has nice forwards priority. has a lot of recovery on whiff. Cancelable.
*cr. D: Long range sweep that is whiff cancelable. Has good priority making it a good poke as well. Cancelable.  


'''Jump'''
* cl.C: One of Billy's main combo tools. It has a lot of active frames, so it can be a good meaty. Cancelable.
*j. A: very fast making it excellent for air to airs.
* neutral j. A: Long reaching forwards poke that can be good for air to airs. bad priority.
* cl.D: Whiffs on regular crouchers and lower. Can be a decent close-range anti-air. Cancelable.
*j. B: good jumpin that also works as an instant overhead.
* neutral j. B: mostly the same as j.B but with a different animation. not an instant overhead.
*j. C: long range poke with a lot of active frames. bad priority.
* neutral j. C: downwards hitting long poke with good priority making it a good ground to air and air to air tool.
*j. D: good for jumpins and crossups.
* neutral j. D: pretty much the same as j.D but with a different animation.


'''Blowback'''
'''Standing'''
*st. CD: great long range poke with nice priority. Whiff cancelable.
*j. CD: great jumpin attack with good priority.


* st.A: Decent poke. More active than st.B. Whiffs on tiny crouchers. Cancelable.


== Throws ==
* st.B: Can be useful for stopping hops. Whiffs on short crouchers.
 
* st.C: Long-range poke with two active parts: the first diagonally above Billy, which can stop jumps, and the second in front of him. Like many of Billy's longer pokes, it has very bad priority.
 
* st.D: Very slow move with some low invincibility and decent hitboxes for stopping jumps. Very risky due to how slow it is; should be used with caution.
 
'''Crouching'''
 
* cr.A: Long-range poke, very useful for checking grounded movement from the opponent. Bad priority.
 
* cr.B: Billy's main low combo tool. Chainable and cancelable.
 
* cr.C: Very fast move, which makes it an excellent combo tool. Can also be used for anti-airing or as a poke, since it also has nice forwards priority. Has a lot of recovery on whiff. Cancelable.
 
* cr.D: Long-range sweep that is cancelable on hit, block, and whiff. Has good priority, making it a good poke as well.
 
'''Jumping'''
 
* j.A: Very fast, making it excellent for air-to-airs.
 
* nj.A: Long-reaching forwards poke that can be good for air-to-airs. Bad priority.
 
* j.B: Good jump-in that also works as an instant overhead.
 
* nj.B: Mostly the same as j.B, but with a different animation. Not an instant overhead.
 
* j.C: Long-range poke with a lot of active frames. Bad priority.
 
* nj.C: Downward-hitting long poke with good priority, making it a good jump-in and air-to-air tool.


'''Drop into Hell: (close)''' b/f + C
* j.D: Good for jump-ins and crossups.


* hold throw, not techable. Billy picks the opponent up on his pole and shakes them around a bit, then slamming them down sending them fullscreen away with a hard knockdown.
* nj.D: Pretty much the same as j.D, but with a different animation.


'''Skewering Toss: (close)''' b/f + D
'''CD Normals'''


* regular throw, techable. Billy picks the opponent up with his pole and slams them down behind him sending them fullscreen away with a backturned hard knockdown.
* st.CD: Great long-range poke with nice priority. Cancelable on hit, block, and whiff.


== Command Moves ==
* j.CD: Great jump-in attack with good priority.


== Throws ==


'''Wide Revolving Kick:''' f + A
'''Drop into Hell:''' <code>b/f+C (close)</code>


* two hitting move with great priority on both hits. One of Billy's main pokes and combo tools.
* Hold throw, not techable. Billy picks the opponent up on his pole and shakes them around a bit before slamming them down, sending them fullscreen away with a hard knockdown.


'''Pole Vault Kick:''' f + B
'''Skewering Toss:''' <code>b/f+D (close)</code>


* slow overhead move that travels forward a lot. Has good priority.
* Regular throw, techable. Billy picks the opponent up with his pole and slams them down behind him, sending them fullscreen away with a backturned hard knockdown.


== Special Moves ==
== Command Moves ==


'''Midsection Club Cruncher:''' hcf + A/C
'''Wide Revolving Kick:''' <code>f+A</code>


* Billy thrusts his pole forwards. The A version starts up faster but recovers slower while the C version is the opposite.
* Two-hitting move with great priority on both hits. One of Billy's main pokes and combo tools.


* The A version is your go to combo tool as the C version is too slow to combo.
'''Pole Vault Kick:''' <code>f+B</code>


* the C version is the better choice for neutral use as it's faster recovery makes it a bit safer to whiff.
* Slow overhead move that travels forward a lot. Has good priority.


* has a ton of priority so it can almost be considered a projectile in use.
== Special Moves ==
'''Mash moves'''


┗ '''Flaming Midsection Club Cruncher ( During Midsection Club Cruncher hit):''' qcf + A/C
Billy has two mash moves: (<code>PPPP ending in A</code>), and <code>PPPP ending in C</code>.
You can press any punch button three times, but the fourth one determines which move you get.


* Followup move to the Club Cruncher. Billys extended pole erupts into a burst of flames that knocks down
: '''Whirlwind Crane:''' <code>PPPP ending in A</code>
: * Billy spins his staff around.
: * Can be cancelled by pressing ABCD.
: * Crushes projectiles. If you predict a projectile and you start this move in time, to immediately cancel it, you can get some nice frame advantage in neutral where blocking the projectile would normally make you negative. It takes time to mash out though, so has to be done somewhat predictively.
: * If the opponent rolls in to it, you can let it rock for good damage.
: * It's positive on block if you cancel it to avoid whiffing, if you can ever manage to make it touch the opponent
: * If standing CD is cancelled to it, and it is immediately cancelled, then standing CD becomes neutral on block, where it's normally negative.


* Will only come out at about 3/4ths of the moves range so it won't come out if you hit them at the tip.
: '''Focus Continuous Beat Canes:''' <code>PPPP ending in C</code>
: * Billy rapidly and repeatedly thrusts his staff.
: * Can be cancelled by pressing ABCD.
: * Neutral on block. You can cancel cr.D to this, then cancel the move itself so you don't end up whiffing, to improve its frames on block.
: *  It's a poke with a good hitbox and hurtbox, but takes execution to be able to use fluently in neutral. It also only has quick start up if you can buffer its four punches in some thing like a jump, since otherwise you have to whiff a normal, which then cancels to this.
: * You can let it do more hits to push your opponent away. If this move is out and the opponent rolls, you can let it rock to catch them.


* Only comes out on hit.
'''Midsection Club Cruncher:''' <code>hcf+A/C</code>


* Causes a soft knockdown.
* Billy thrusts his pole forwards. The A version starts up faster but recovers slower than the C version.


'''Whirlwind Cane:''' A tapped repeatedly
* The A version is your go-to combo tool, as the C version is too slow to combo.


* Billy spins his cane around in circles. Can be canceled at any point by pressing ABCD.
* The C version is the better choice for neutral use, as its faster recovery makes it a bit safer to whiff.


* Can nullify projectiles.
* Has a ton of priority, so it can almost be considered a projectile in use.


* does a lot of hits and good damage if you catch the cornered or backturned opponents with this.
: '''Flaming Midsection Club Cruncher:''' <code>qcf+A/C (during hcf+P)</code>


'''Focus Continuous Beat Canes:''' C tapped repeatedly
:* Followup move to the Club Cruncher. Billy's extended pole erupts into a burst of flames, causing a soft knockdown.


* Billy sends his pole out in front of him at a rapid fire pace. Can be canceled at any point by pressing ABCD.  
:* Will only come out at about 3/4ths of the move's range, so it won't come out if you hit them at the tip.


* This move pushes the opponent far out which makes it a good move for getting opponents out of close range and into zoning range.
:* Only comes out on hit.


* Unlike the A version this move does not nullify projectiles.
'''Pursuing Fire Dragon Cane:''' <code>qcb+B/D</code>


'''Pursuing Fire Dragon Cane:''' qcb + B/D
* Billy delivers a series of 4 strikes with his pole.
* Billy delivers a series of 4 strikes with his pole.


* A version starts up and recovers faster but deals a bit less damage than the C version.
* A version starts up and recovers faster, but deals a bit less damage than the C version.


* this can be a fairly safe chipping tool as it has a lot of pushback leaving you at zoning range afterwards.
* This can be a fairly safe chipping tool, as it has a lot of pushback, leaving you at zoning range afterwards.


* all of the strikes have good priority on them
* All of the strikes have good priority on them.


* can be a decent combo ender.
* Can be a decent combo ender.
   
   
'''Sparrow Drop:''' qcb + A/C
'''Sparrow Drop:''' <code>qcb+A/C</code>


* Billy thrusts his pole diagonally out into the sky.
* Billy thrusts his pole diagonally out into the sky.


* the A version starts up faster and recovers a bit faster but does less damage.
* The A version starts up faster and recovers a bit faster, but does less damage.


* kinda hard to use on reaction but the A version is the one that should be used for it.
* Kinda hard to use as an anti-air on reaction, but the A version is the one that should be used for it.


* for preemptive anti airing on a read the C version will deal more damage.
* For preemptive anti-airing on a read, the C version will deal more damage.


* this move can not hit grounded opponents at all so only use it when you're sure they're going to be in the air as whiffing it will lead to a guaranteed punish.   
* This move cannot hit grounded opponents at all, so only use it when you're sure they're going to be in the air, as whiffing it will lead to a guaranteed punish.   


'''Soaring Crackdown Cane:''' dp + B/D
'''Soaring Crackdown Cane:''' <code>dp+B/D</code>
   
   
* Billy polevaults into the air and comes down about a half screen away from the starting position of the move.
* Billy pole vaults into the air and comes down about a half screen away from the starting position of the move.
 
* On hit, launches the opponent for juggle followups.


* the B version is faster but leaves the opponent closer to the ground when it finishes leaving less time for followups.
* The B version is faster but leaves the opponent closer to the ground when it finishes, leaving less time for followups.


* the D version is slower and harder to combo into but leads to better juggles.
* The D version is slower and harder to combo into, but leads to better juggles.


* neither version combos from lights but both combos from heavies.
* Neither version combos from lights but both combo from heavies.


* in the corner this move is extra deadly because you can combo a super afterwards for big damage.
* In the corner this move is extra deadly because you can combo a DM afterwards for big damage.


== Desperation Moves ==
== Desperation Moves ==


 
'''Crimson Lotus Crush:''' <code>qcfx2+B/D</code>
'''Crimson Lotus Crush:''' qcf, qcf + B/D
   
   
* Billy creates a ring of fire with his pole and jumps into the air.
* Billy creates a ring of fire with his pole and jumps into the air.


* super that can be used for reversals or anti airing.
* Can be used for reversals or anti-airing.
 
* Will combo from both lights and heavies.


* will combo from both lights and heavies.
* MAX version does more damage.


* Max version does more damage.
'''Super Fire Wheel:''' <code>qcf,hcb+A/C</code>


'''Super Fire Wheel:''' qcf, hcb + A/C
* Billy spins his pole around, creating a ring of fire, then sends it flying forwards after a short time.


* Billy spins his pole around creating a ring of fire, he spins it in place for a while and then sends it flying forwards.
* Both A and C versions are fairly similar, they mostly have different timing for the hits.


* both A and C version are fairly similar, they mostly have different timing for the hits.
* Mostly used for a corner combo after dp+K.


* mostly used for a corner combo after dp+K.
* MAX version does more damage.


* Max version does more damage.
'''Salamander Stream:''' <code>qcfx2+A/C</code>


'''Salamander Stream:''' qcf, qcf + A/C
* Billy strikes with his pole, creating fire in front of him.


* Billy strikes with his pole creating fire in front of him.
* Has good range, so this is his primary combo DM.


* Has good range so is his primary combo super.
* Combos from lights and heavies.


* combos from lights and heavies
* MAX version does more damage.


* Max version does more damage.
== Combos ==
== Combos ==


*cr.B cr.B cr.A f+A
'''General Notes'''
:Basic low confirm combo into a safe ender that doubles down as a good blockstring.
 
===Meterless===
 
''Low''
 
: <code>cr.B, cr.B, cl.B, f+A</code>
: Basic low confirm combo into a safe ender that doubles as a good blockstring.
 
''Mid/Jump-In''
 
: <code>(j.X), cr.C, hcf+A > qcf+P</code>
: Meterless combo from heavies and jump-ins.
 
===With Meter===
 
''Low''
 
: <code>cr.B, cr.B, cl.B, qcfx2+P</code>
: Low confirm combo into DM.
 
''Corner''
 
: <code>(j.X), cr.C, dp+B, qcf,hcb+C</code>
: Corner combo into DM from heavies or jump-ins. dp+K can be prone to whiffing if spacing isn't on point.


*cr.B cr.B cr.A qcfx2+C
===With Quick MAX===
: low confirm combo into super


*(j.X) cr.C hcf+A
''Corner''
:meterless combo from heavies and jumpins
: <code>cr.Bx1~2, cl.B, f+A, ABC, qcfx2+B</code>


* (j.X) cr.C dp+B qcf,hcb+C
: <code>(j.X), cl.C, f+A, ABC, qcfx2+B</code>
: corner combo into super from heavies or jumpins. dp+K can be prone to whiffing if spacing isn't on point.
: Quick MAX combo where you link a DM after f+A. Best used in the corner since the pushback can make the DM whiff midscreen.


* (starter) f+A ABC qcfx2+C
: <code> cr.C, dp+B, ABC, qcfx2+B </code>
: quickmax combo where you link a super after f+A. Best used in the corner since the pushback can make the super whiff midscreen.
: Quick MAX combo for SDM in the corner for a dp punish. qcfx2+K SDM does more damage than qcfhcb+P this way. For maximum damage quick max must be done while falling.


== Strategy & Tips ==
== Strategy & Tips ==

Latest revision as of 16:33, 7 October 2023


Introduction

EX Billy excels at poking with his long-reaching moves. He has good anti-airing options, such as an invulnerable anti air DM, and an upwards hitting special move with extremely long range. In addition to this, he is good when he has frame advantage up close, as he has good frame traps, an untechable mash grab, an instant jumping overhead, an excellent crossup, and an unsafe (unless it his late) overhead.

EX Billy has a weakness in that his quickest longest pokes have very weak hurtboxes: The hurtbox extends further out than the hitbox, meaning he is vulnerable to counter pokes when using these moves. For his pokes, you only get two out of three traits: Speed, range, and a hurtbox that's behind the hitbox. Even some moves that have good hurtboxes can be counterpoked, because the hurtbox extends before the hitbox, so they are vulnerable before they get going.

With very good execution, he can make his pokes with the most priority, standing CD and crouching D, be neutral on block and much less vulnerable to rolling. Normally, these moves, while strong, are very negative on block and are susceptible to being rolled. This is done by cancelling to his mashed moves, then either immediately stopping them for better frame data, or letting them rock to catch rolls.

Furthermore, his defensive options require heavy commitment and are weak to the options they don't stop, a prime example being to mash 2C with its heavy recovery, against someone who stepped back or rolled, when you were hoping for a jump.

Although both Billy variants have pretty good combos, EX Billy's are better, because they work from farther away, and in some cases do more damage. What EX Billy lacks compared to Billy are the low risk counters.

Changes from Previous Versions

98 to 98UM

Normals:

  • Added a new hitbox to st.C; it now hits diagonally upwards as well as in front
  • Hitbox of cr.A lengthened
  • New animation for cr.D, the staff now hits twice instead of one staff hit and one sweep
  • Raw f+B is now an overhead

Specials:

  • qcb+K added, diagonal anti-air move
  • hcb+K added, a multi-hitting staff move
  • Mash C reach increased, maximum number of hits increased from 6 to 8

Supers:

  • Added qcfx2+K, an upwards-travelling fire wheel move; MAX version shoots the ring of fire downwards after
  • qcfx2+P startup reduced by 5 frames and 9 frames for the normal and MAX versions respectively, both versions can combo from lights

98UM to 98UMFE

Normals:

  • cl.C no longer whiffs on short characters
  • cr.D now cancels into special moves and DMs
  • f+A's second hit should no longer whiff on short characters

Specials:

  • hcf+A has 6 frames less recovery, hcf+C has 10 frames less recovery
  • You can now cancel mash A/C by pressing ABCD

Normal Moves

Close

  • cl.A: Has good vertical reach. Decent point-blank anti air. Whiffs on short crouchers. Chainable and cancelable.
  • cl.B: Staple combo tool when chained into from cr.B. Chainable and cancelable.
  • cl.C: One of Billy's main combo tools. It has a lot of active frames, so it can be a good meaty. Cancelable.
  • cl.D: Whiffs on regular crouchers and lower. Can be a decent close-range anti-air. Cancelable.

Standing

  • st.A: Decent poke. More active than st.B. Whiffs on tiny crouchers. Cancelable.
  • st.B: Can be useful for stopping hops. Whiffs on short crouchers.
  • st.C: Long-range poke with two active parts: the first diagonally above Billy, which can stop jumps, and the second in front of him. Like many of Billy's longer pokes, it has very bad priority.
  • st.D: Very slow move with some low invincibility and decent hitboxes for stopping jumps. Very risky due to how slow it is; should be used with caution.

Crouching

  • cr.A: Long-range poke, very useful for checking grounded movement from the opponent. Bad priority.
  • cr.B: Billy's main low combo tool. Chainable and cancelable.
  • cr.C: Very fast move, which makes it an excellent combo tool. Can also be used for anti-airing or as a poke, since it also has nice forwards priority. Has a lot of recovery on whiff. Cancelable.
  • cr.D: Long-range sweep that is cancelable on hit, block, and whiff. Has good priority, making it a good poke as well.

Jumping

  • j.A: Very fast, making it excellent for air-to-airs.
  • nj.A: Long-reaching forwards poke that can be good for air-to-airs. Bad priority.
  • j.B: Good jump-in that also works as an instant overhead.
  • nj.B: Mostly the same as j.B, but with a different animation. Not an instant overhead.
  • j.C: Long-range poke with a lot of active frames. Bad priority.
  • nj.C: Downward-hitting long poke with good priority, making it a good jump-in and air-to-air tool.
  • j.D: Good for jump-ins and crossups.
  • nj.D: Pretty much the same as j.D, but with a different animation.

CD Normals

  • st.CD: Great long-range poke with nice priority. Cancelable on hit, block, and whiff.
  • j.CD: Great jump-in attack with good priority.

Throws

Drop into Hell: b/f+C (close)

  • Hold throw, not techable. Billy picks the opponent up on his pole and shakes them around a bit before slamming them down, sending them fullscreen away with a hard knockdown.

Skewering Toss: b/f+D (close)

  • Regular throw, techable. Billy picks the opponent up with his pole and slams them down behind him, sending them fullscreen away with a backturned hard knockdown.

Command Moves

Wide Revolving Kick: f+A

  • Two-hitting move with great priority on both hits. One of Billy's main pokes and combo tools.

Pole Vault Kick: f+B

  • Slow overhead move that travels forward a lot. Has good priority.

Special Moves

Mash moves

Billy has two mash moves: (PPPP ending in A), and PPPP ending in C. You can press any punch button three times, but the fourth one determines which move you get.

Whirlwind Crane: PPPP ending in A
* Billy spins his staff around.
* Can be cancelled by pressing ABCD.
* Crushes projectiles. If you predict a projectile and you start this move in time, to immediately cancel it, you can get some nice frame advantage in neutral where blocking the projectile would normally make you negative. It takes time to mash out though, so has to be done somewhat predictively.
* If the opponent rolls in to it, you can let it rock for good damage.
* It's positive on block if you cancel it to avoid whiffing, if you can ever manage to make it touch the opponent
* If standing CD is cancelled to it, and it is immediately cancelled, then standing CD becomes neutral on block, where it's normally negative.
Focus Continuous Beat Canes: PPPP ending in C
* Billy rapidly and repeatedly thrusts his staff.
* Can be cancelled by pressing ABCD.
* Neutral on block. You can cancel cr.D to this, then cancel the move itself so you don't end up whiffing, to improve its frames on block.
* It's a poke with a good hitbox and hurtbox, but takes execution to be able to use fluently in neutral. It also only has quick start up if you can buffer its four punches in some thing like a jump, since otherwise you have to whiff a normal, which then cancels to this.
* You can let it do more hits to push your opponent away. If this move is out and the opponent rolls, you can let it rock to catch them.

Midsection Club Cruncher: hcf+A/C

  • Billy thrusts his pole forwards. The A version starts up faster but recovers slower than the C version.
  • The A version is your go-to combo tool, as the C version is too slow to combo.
  • The C version is the better choice for neutral use, as its faster recovery makes it a bit safer to whiff.
  • Has a ton of priority, so it can almost be considered a projectile in use.
Flaming Midsection Club Cruncher: qcf+A/C (during hcf+P)
  • Followup move to the Club Cruncher. Billy's extended pole erupts into a burst of flames, causing a soft knockdown.
  • Will only come out at about 3/4ths of the move's range, so it won't come out if you hit them at the tip.
  • Only comes out on hit.

Pursuing Fire Dragon Cane: qcb+B/D

  • Billy delivers a series of 4 strikes with his pole.
  • A version starts up and recovers faster, but deals a bit less damage than the C version.
  • This can be a fairly safe chipping tool, as it has a lot of pushback, leaving you at zoning range afterwards.
  • All of the strikes have good priority on them.
  • Can be a decent combo ender.

Sparrow Drop: qcb+A/C

  • Billy thrusts his pole diagonally out into the sky.
  • The A version starts up faster and recovers a bit faster, but does less damage.
  • Kinda hard to use as an anti-air on reaction, but the A version is the one that should be used for it.
  • For preemptive anti-airing on a read, the C version will deal more damage.
  • This move cannot hit grounded opponents at all, so only use it when you're sure they're going to be in the air, as whiffing it will lead to a guaranteed punish.

Soaring Crackdown Cane: dp+B/D

  • Billy pole vaults into the air and comes down about a half screen away from the starting position of the move.
  • On hit, launches the opponent for juggle followups.
  • The B version is faster but leaves the opponent closer to the ground when it finishes, leaving less time for followups.
  • The D version is slower and harder to combo into, but leads to better juggles.
  • Neither version combos from lights but both combo from heavies.
  • In the corner this move is extra deadly because you can combo a DM afterwards for big damage.

Desperation Moves

Crimson Lotus Crush: qcfx2+B/D

  • Billy creates a ring of fire with his pole and jumps into the air.
  • Can be used for reversals or anti-airing.
  • Will combo from both lights and heavies.
  • MAX version does more damage.

Super Fire Wheel: qcf,hcb+A/C

  • Billy spins his pole around, creating a ring of fire, then sends it flying forwards after a short time.
  • Both A and C versions are fairly similar, they mostly have different timing for the hits.
  • Mostly used for a corner combo after dp+K.
  • MAX version does more damage.

Salamander Stream: qcfx2+A/C

  • Billy strikes with his pole, creating fire in front of him.
  • Has good range, so this is his primary combo DM.
  • Combos from lights and heavies.
  • MAX version does more damage.

Combos

General Notes

Meterless

Low

cr.B, cr.B, cl.B, f+A
Basic low confirm combo into a safe ender that doubles as a good blockstring.

Mid/Jump-In

(j.X), cr.C, hcf+A > qcf+P
Meterless combo from heavies and jump-ins.

With Meter

Low

cr.B, cr.B, cl.B, qcfx2+P
Low confirm combo into DM.

Corner

(j.X), cr.C, dp+B, qcf,hcb+C
Corner combo into DM from heavies or jump-ins. dp+K can be prone to whiffing if spacing isn't on point.

With Quick MAX

Corner

cr.Bx1~2, cl.B, f+A, ABC, qcfx2+B
(j.X), cl.C, f+A, ABC, qcfx2+B
Quick MAX combo where you link a DM after f+A. Best used in the corner since the pushback can make the DM whiff midscreen.
cr.C, dp+B, ABC, qcfx2+B
Quick MAX combo for SDM in the corner for a dp punish. qcfx2+K SDM does more damage than qcfhcb+P this way. For maximum damage quick max must be done while falling.

Strategy & Tips

Videos

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro